prob bc its viewed through the mc eyes
Possibly so people actually trade their high value items rather than just selling them to npcs, meaning that people who need them will actually get them
But these items enter NPC shop circulation, which would give us reasons to check the armorers on Frostmill and maybe find some ridiculously cheap sunken armor
“This legendary sword I found in the deepest abyss of the sea for 100 roots found commonly when uprooting plants? Such a steal!”
Understandable points, but why not try to separate sell price from market value? They’re different numbers anyway.
Also I don’t think it’s all about changing economies being too hard, because the worth of anything rare other than an acrimony is not even close.
I’m not saying Vetex should keep up, but just make worth proportional to rarity.
What, would you have different currencies? Like NPC and Player - sided galleons?
No, just make the value one number, like 3000, and the sell price another, like 30, all in galleons.
I guess that would work… may also prevent noobs from putting good stuff on the market for like ~5k gals when its worth more like 100,000
SHUT UP SHUT UP SHUT UP
We DO NOT complain about those
I found an old WoM seasonal in a tailor once for 600
mm fair
Suppy and demand can affect player economies. Additionally, they fluctuate significantly.
Additionally, some people think the value is personal preference.
Some people just don’t care about some uber rare item and some people really care about it. It’s about what you’re willing to pay compared to demand.
If you wanted a static number to buy, well don’t buy it from a player.
If Timmy sells something for way too much it only matters to the person buying after all.
And frankly, it wouldn’t stop someone from trying to pay a cheap cost (see all the internet memes about people trying to "negotiate " prices.)
To put an arbitrary restriction would just be annoying to player freedom imo and too much work.
I mean, value is in the eye of the beholder, but I’m saying like, objective factors.
Like difficulty to obtain, intent in how it was added, and actual usefulness.
Isn’t that what the in-game value already does?
Then tell me why Eagle Patrimony, a free item that everyone gets, has a value of over half the sunken sword, which is notoriously difficult to obtain, and highly valued.
Not to mention, the sunken sword once again, is more than 10x less in galleon value to a Prometheus Acrimony, which to many is worth even less than a sunken sword entirely.
Probably for flavor, since it can’t be vendored.
The only purpose that in-game item value has in most cases is galleon generation. To try and tie it to player market value would be a waste of time, and inaccurate approximately 5 seconds after people get on after such an update is done.
Okay, bad example then, what about the other one?
This is the key, it is subjective. For the case of Prometheus Acrimony, I think the value is more for flavor, the single highest vendor value in the game is a clear indicator of “you hit the jackpot”, with Godly Essence or whatever the 4k one being a lesser jackpot.
I don’t see any benefit in changing item values in an attempt to have them match what their trade value is currently perceived as. Best case scenario, they remain inaccurate and nothing was accomplished; worse case scenario, the prices of items spike because people naturally trade items for more than they can get from vendors.
i didnt ss it but i had this guy try to buy a blasted lvl 140 agility amulet… for 5k


