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Solution for piles of useless material

Hutuldur
Hutuldur
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Most players have huge amount of weapon/armor trait material and green/blue improvement material. It can't be used and can't really be sold either as everyone has the same problem. I feel bad dumping them to bin or AI merchants. There would be easy solution:

Weapon/armor trait material:
- Remove "No trait" option, so each armor and weapon needs one stone. This would cause plenty of demand for useless stones as crafters would finally need them for leveling and writs.

Green/Blue improvement materials:
- 8:1 conversion to better material either with alchemy/magicka/AI cleck, which every would suit the game best. So if you got 64 greens, you can turn them to 8 blue and then again to one purple.

- Improving weapons/armor with price increase trait should increase the price dramatically. So you could use your extra tannings to weapons/armor you collect. Lower the value of white weapons first and then 50% extra value for each level you improve them.



  • Nestor
    Nestor
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    The way I use these up is whenever I make a set of armor for someone, it's always upgraded to Green for free.

    However I have gotten to the point that I don't even decon Green items anymore, only Blue or better. As I have about 600 to 800 plus Green Tempers, depending on the line.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Robbmrp
    Robbmrp
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    Hutuldur wrote: »
    Green/Blue improvement materials:
    - 8:1 conversion to better material either with alchemy/magicka/AI cleck, which every would suit the game best. So if you got 64 greens, you can turn them to 8 blue and then again to one purple.

    The problem with an 8:1 conversion is the existing value of the items. Take Dwarven Oil for example, these sell for 250g -350g where as 1 Grain solvent sells for 500g - 700g. No one would want to convert 8 oil worth 2k into a 700g Grain solvent. If it were a 4:1 or a 3:1 that would be different.

    It's even worse for purple to gold. 4-6k for 8 Grain solvent where Temper Alloys sell for 2.2k - 3.5k. Unless the ratio is based off current prices it's just not worth it imo.

    Also with 1.6 we will be able to stack items up to 200. So that will help a little bit with inventory space.
    Edited by Robbmrp on 10 February 2015 17:05
    NA Server - Kildair
  • Hutuldur
    Hutuldur
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    Conversion rate doesn't have to be that good to make it always profitable. Just backup option to get rid of stuff that you can never use and is very hard to sell. Selling hundreds of green/blue is just impossible as there is no demand and difference between supply and demand just gets worse. It would be good to have some way to get rid of the oversupply.

    New stack sizes helps to hide the problem a bit, but it still remains.

    I would instantly convert all greens and and perhaps some blues with 8:1 rate :)
  • Tarukmockto
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    The problem with a reasonable trade ratio, is that it would further devalue the higher improvement mats. If you could convert thousands of green/blue mats into hundreds of purple/yellows, they would soon have no retail value.
    NA - DC - DK - PC
  • Iluvrien
    Iluvrien
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    ^^^ This.

    The idea, and I think it may well be a good one, is to give you something that you personally can do with a surplus of crafting materials without fundamentally changing the nature of the game economy.

    In that case even the option about which I am most concerned (bots farming raw mats for conversion) is unlikely to prove profitable enough to make it worth exploiting in that way.
  • Kragorn
    Kragorn
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    The problem with a reasonable trade ratio, is that it would further devalue the higher improvement mats. If you could convert thousands of green/blue mats into hundreds of purple/yellows, they would soon have no retail value.
    Excellent, let's for once not pander to those looking for fat profits and instead do something because it benefits everyone!
  • Grapdjan
    Grapdjan
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    This would be very useful.
  • Robbmrp
    Robbmrp
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    I tested the PTS out last night with items I already had in the bank. My bank count was 128 out of 130 when I started stacking items that could be up to 200. I was able to clean out 28 spots just by stacking items I had more of. It looks like only the items used for crafting are stack able.

    Soul Gems aren't as well as lock picks which should have been included imo.
    NA Server - Kildair
  • Tarukmockto
    Tarukmockto
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    Kragorn wrote: »
    Excellent, let's for once not pander to those looking for fat profits and instead do something because it benefits everyone!
    While that sounds great, it would mean the anything less than yellow equipment would be inferior, because everyone has yellow gear. When yellow is easy mode with no retail value, then everyone will have it.

    Why not just give everyone instant max level characters with all yellow stuff from day one, and cut out all that pesky game playing to reach levels and better gear. That would certainly benefit everyone! Sort of.
    NA - DC - DK - PC
  • Surragard
    Surragard
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    Dump in a guild bank for lower level players or re-rolls. Prices aren't that great for selling them and the guild bank option lets you still go back and pull them if you need them.
    I don't always drink Skooma, but when I do I go to the Southwall Corner Club. May you walk on warm sands my friends.
  • Drakovari
    Drakovari
    Soul Shriven
    Instead of using multiple uneeded items to upgrade to something more valuable within the same item type: (Green Material x 64 --> Blue Material x 8 )

    How about an element of randomness added, you could use multiple materials:

    Say (50* x Green Materials**), then select an item type (Armour type, Weapon type, Material, Gem) etc.

    An increased number of materials gives a higher percentage chance of creating a randomly generated item within the chosen subset, for this post I've chosen a Greatsword.

    --At (x50* Green Materials**) the chance of creating a Green 'Iron' Greatsword is 70% (30% chance of losing 1/2 the materials if it fails) with a 60% chance of a random enchantment.

    --At (x100* Green Materials**) it rises to an 80% chance of creating a Green Iron Greatsword (20% chance of losing 1/2 your materials on failure) with a 40% chance of a random enchantment and say a 5% chance of it being bumped to the next tier (meaning you get a Blue Iron Greatsword possibly with an enchantment) and a 5% chance of being bumped up to the next material type (meaning you could concieveably create, if everything goes your way, a Blue Steel Greatsword with an enchantment)

    Lets say there are multiple tiers:

    --At (x200* Green Materials**) you have a 70% chance of creating a Green 'Steel' Greatsword (30% chance of losing 1/2 your materials on failure) with a 60% chance of a random enchantment.

    --At (x300* Green Materials**) it rises to an 80% chance of creating a Green 'Steel' Greatsword (20% chance of losing 1/2 your materials on failure) with a 40% chance of a random enchantment, also with the 5% chance of it being bumped to the next tier and the 5% chance of being bumped up to the next material type. (Concievably creating a Blue Orichalc Greatsword with an enchantment if all goes well)

    Maybe some kind of system that scales with level. Probably not perfect but it would be interesting. Possibly also creating an economy around selling stacks of these otherwise uneeded items.

    *Of course the number of materials required would scale with the potential quality of the created item.

    **Green Materials could be switched with Blue Materials for better stats or used when creating items above a certain material type or quality.
    Edited by Drakovari on 12 February 2015 17:51
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