Suggestion Merchant Equipment

Discussion in 'Creative Corner' started by TwiliShadow, Apr 15, 2021.

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Should Merchant Equipment sold be based off of Average Item Level (72 hrs non-town map time)?

Poll closed May 13, 2021.
  1. Yes. That way we could get more alternatives to build with.

  2. No. There are too many uniques already and it's all just too confusing.

    0 vote(s)
  3. No. I don't think anything a merchant sells would be viable at my equipment level.

  1. TwiliShadow

    TwiliShadow Count Count

    Unique Items sold by Merchants at Character Level is completely useless. Same for Dragan weapon that we craft.

    Instead, the Merchants should sell us items that match our Average Item Level as it would be if averaged both by what we have and over the last 72 hours of dungeon map play.

    Example: My Average Item Level is 142. Has been for almost two weeks, which would be most of the 72 hours of Dungeon time. Before that it was at 140 for almost 2 weeks. So I should be able to buy from the Merchants either 141 or 142 level gear.

    Come to think on it. Items from Cubes and Equipment bags should also follow this rule.

    Everyone who sees this _needs_ to vote. If the vote count is low, it doesn't count.
    Ginaja1 likes this.
  2. bibere

    bibere Someday Author

    Hi, the suggestion is good ... but in this form, before you buy and open the dice, everyone puts 145 level crappy items in all the places.
    ΣMiwel likes this.
  3. Ginaja1

    Ginaja1 Forum Greenhorn

    Yes i like the suggestion!

    Because now:

    • All traders sell lvl100 items
    • All Mystic Cubes drop lvl100 items
    • All Daily Login chests drop lvl100 items
    • All Royal daily login chests (premium) drop lvl100 items
    • All Legendary event bags drop lvl100 items

    C'mon all my items are lvl 140 - 145 so what to do with all this useless lvl100 items,
    even the enchantments (for transfer) on these items are useless (too low).

    So surely something needs to change, items should scale to your average item lvl so your char can grow.

    And why not add the possibilty (with max lvl 145 items) to add an extra enchantment line (so total 5)
    or an extra 11th socket in the item, also in a lvl 145 rune/jewel trinket an extra socket, that would make
    grinding these lvl145 items worthwhile.
    aBDuLHaMiTHaN likes this.
  4. ΣMiwel

    ΣMiwel Forum Ambassador

    I agree. That's a problem with the suggestion.

    On the other hand, if the price also scaled to that "average item level" and not to the player level, it could be fair. Those items are either good only as temporary gear or cost an arm and a leg anyways, with an even higher price they could prove useful at least...

    However, I would personally lean to making more (or all) of those items drop somewhere: the materi gear perhaps from the swirls (I don't think they drop anywhere), the dark set and dragonsilver on all event maps (sentinels and bosses in case of Big Game Hunt), etc.

    Many items are up to 140lvl only... the ones not related to any boss and not dropping from PWs.
    bibere likes this.
  5. TwiliShadow

    TwiliShadow Count Count

    Hence the 72 hour dungeon map requirement.
    Are you really going to put on crappy blue items and go farm 72 hours in Merciless/Bloodshed? Think of the wasted resources to do that!

    Maybe we need a new status: "Average Farming Level" to control the Merchant Item Level.
  6. ΣMiwel

    ΣMiwel Forum Ambassador

    Great. I go AFK in Bloodshed for 3 days on every new-at-100lvl toon if this comes. ;)

    How do you define farm?
  7. bibere

    bibere Someday Author

    72 hours is not bad, but maybe small difficult.

    Rather, this should also be tied to some level of achievements. Two examples:

    Opening 5,000 cubes +1 level larger product can fall from the cube or be purchased from npc.
    15,000 openings +2
    30,000 openings +3
    50,000 openings +4
    75,000 openings +5
    Opening values may differ, this is just a sketch.
    Thus, DSO is also good if more people buy a premium for this.

    Complete 5% of total achievements +1 level larger product can fall from the cube or be purchased from npc.
    15% +2
    30% +3
    50% +4
    75% +5
    Percentage values may differ, this is just a sketch.
    In this case, it is not just premium users who can benefit. Everyone is interested in doing as many challenges as possible.

    ... or any other idea is better than the current state of the cubes and npc products.
    Last edited: Apr 16, 2021
    cogix, DriverArisS and ΣMiwel like this.
  8. spenc

    spenc Forum Apprentice

    you explain well, thanks)
  9. TwiliShadow

    TwiliShadow Count Count

    I would define it as actively killing monsters. Sitting at the door and not attacking wouldn't count, as you might as well be in town.
  10. DriverArisS

    DriverArisS Forum Apprentice

    Extremely nice idea. Thumbs up!
  11. ΣMiwel

    ΣMiwel Forum Ambassador

    You see, there are problems then. What is the time spent actively killing monsters? Killing monsters is not continous, it's constituted by many singular hits, which itself are instant when they do happen. Also, even if you found a way, I'm pretty sure many weak players would go in and stay there, running and attacking monsters slowly, with no essence equipped, caring only about survival and spending the required time in a high-diff dungeon.

    Maybe it would be better to just count solo monster kills on high-diff dungeons, and require 20k of regular monsters or 200 guardians+, or something?
  12. silverseas

    silverseas Count Count

    Hm, just a thought: what if they sold a a crafting ingredient item for the merchant uniques (offered at the same cost as the original unique) and made it a work bench recipe? That way you can craft it at whatever level you want, depending on what recipe ingredients you drop on the workbench (much as the current Equipment Creation Crafting system works).

    They could do something similar to cube uniques too.