Crap card turn in.
#1
Posted 25 April 2011 - 10:18 PM
#2
Posted 25 April 2011 - 11:57 PM
#3
Posted 26 April 2011 - 12:31 AM
In the past we used to have the npc that would take 50 cards and in return give you an OCA. With the prices of OCA's at an all time low in years. I dont remember when i last saw an OCA below 5mil maybe 3 years ago. Plus now we got restrictions on how much gear can be in storage. i think this would be a great way of helping many people.
I wouldn't mind if it was 5~10 cards for an oca, but 50 was too many. Don't think I've ever hoarded that many crap cards at once.
#4
Posted 26 April 2011 - 09:01 AM
Could be wrong, but that's how I remember it.
#5
Posted 26 April 2011 - 09:34 AM
poring card = 1 point
pupa card = 5 points, etc
would be a pretty subjective system, though...
easier way would just be to scale it based on monster level.
#6
Posted 26 April 2011 - 03:22 PM
#7
Posted 27 April 2011 - 02:52 AM
#8
Posted 27 April 2011 - 03:02 AM
Considering that crap cards sell between 1k and 50k its a pretty good deal, people traded in for hundreds of OCA's. Problem is it helps botters more than players since they accumulate 30k stacks of useless cards.
#9
Posted 27 April 2011 - 06:59 AM
#10
Posted 27 April 2011 - 09:19 AM
Junk items like Red Flame Whip should NPC for 40k or something (could totally imagine an npc selling something this useless for like 80k). After all, if a Dokebi drops a swordmace[1], I can sell it to the npc for 25k, as this is a valuable weapon that townsfolk may want. The whole "it was never meant to be NPC sold, so its sell value is 10z" thing is sort of dumb.
#11
Posted 27 April 2011 - 09:54 AM
If I recall correclty, prices on crap cards actually went up during the exchange for OCA's, but OCA prices aren't what they used to be either.
#12
Posted 27 April 2011 - 10:10 AM
#13
Posted 27 April 2011 - 11:34 AM
Cards and crap weapons should just have a resale value higher than 10z. Its suitably rare, so I don't see why poring card (0.02%) shouldn't sell to an NPC for 50k or 100k in the event of a card that drops lower rate than poring (0.01%). Newbies would be happy to find these cards and sell them to an NPC, rather than have this thing they think is valuable, and it turns out no player wants it.
Junk items like Red Flame Whip should NPC for 40k or something (could totally imagine an npc selling something this useless for like 80k). After all, if a Dokebi drops a swordmace[1], I can sell it to the npc for 25k, as this is a valuable weapon that townsfolk may want. The whole "it was never meant to be NPC sold, so its sell value is 10z" thing is sort of dumb.
Would absolutely love it if useless rares sold for more than 10z. Great idea! =) Always thought it was odd how I can get a decent amount of money from NPCing stilettos, yet a level 3 weapon like an electric fist isn't even worth picking up.
#14
Posted 27 April 2011 - 01:18 PM
#15
Posted 27 April 2011 - 01:56 PM
#16
Posted 27 April 2011 - 02:44 PM
Its not necessarily a bad idea, but getting the economy value balanced with its game power and its relative difficulty in acquiring is all a problem that and we don't have a lot of spare variables floating around to utilize in such a tracking system.
#17
Posted 27 April 2011 - 06:40 PM
#18
Posted 28 April 2011 - 01:10 AM
Originally the card turnin was going to be a point based system. But point assignment is extremely subjective, coupled with some cards actually drop more commonly it would create a scenario where you could by your top rank cards in a shorter time by turning in the low grade cards.
Its not necessarily a bad idea, but getting the economy value balanced with its game power and its relative difficulty in acquiring is all a problem that and we don't have a lot of spare variables floating around to utilize in such a tracking system.
with economy fluctuations its probably better to just have a base value for all so that useful ones stay in circulation. There could be some simple mechanic based on the monster level that drops it (level/10 or something) or just 1 point common, 10 points mini-boss. I think the system would have to ignore actual ingame value since most will disagree with the values, and others will seek to manipulate/exploit it.
Edited by Hrothmund, 28 April 2011 - 01:11 AM.
#19
Posted 28 April 2011 - 04:43 AM
They should just have a sell value based on their rarity. Players not selling good cards is enough of a filter for good cards not having their value represented in the system.
0.01% = 100k
0.02% = 40k
Something like that.
If a newbie finds a poring card they deserve a motherload (40) of white potions. The rarity of the card dictates that. If you're hunting some monster dropping a card that holds almost no value anymore, you'd happily sell those 10 cards for 1m rather than dropping them on the ground or collecting dust in your storage or cart. Individual server inflation levels are irrelevant. 100k = around 100 white pots. That's a good reward for a 0.01% drop rate no matter what server you play. Also, etc items have a constant value as well, and people still say "harpies are good money," regardless of which server you play.
It doesn't make sense that you can OC stilettos like 10k, but a higher lvl, more rare weapon from a monster sells 10z. There should be an equip convention like:
0.01% drop rate armors = 50k
Lvl 3 weapons = 50k
Lvl 4 weapons = 100k
Them girls' diaries or books of apocalypse should be selling 100k... not collecting dust in your storage if you can't find a brain-dead buyer. Those stone bucklers should be 50k. etc. Lucius' volcano armor is a good example of what finding an armor that most ppl don't need should be like-- sells to npc like 50k.
Edited by Jaye, 28 April 2011 - 04:47 AM.
#20
Posted 28 April 2011 - 05:23 AM
#21
Posted 04 May 2011 - 10:23 PM
#22
Posted 05 May 2011 - 12:09 AM
You put in any card, and the NPC randomly gives you items. It can be a stack of 100 slim potions, some ygg seeds, alcohol, prickly fruits, any of that sort of useful stuff.
This way, players can hold onto the cards they know are valuable, and throw away the bad cards for a chance of getting some consumables that they will otherwise use or vend. If the reward includes rare consumables like prickly fruits, then Genetics might start buying crap cards from new players too.
#23
Posted 05 May 2011 - 12:18 AM
#24
Posted 05 May 2011 - 06:50 AM
#25
Posted 05 May 2011 - 09:55 AM
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