Merchant Rarity Selling: Recognize

Merchant Rarity Selling: Recognize
effort 3.0 2 quality 3.0 2 reasonability 3.666666666666667 3

What is Item Recognize

Item Recognize is a feature only for deck-hand merchants, this feature allows them to recognize the items you give them and will sell them depending on the rarity of how much you need to give.

An example per say, if you have 20+ dark sea essentials and give them to the Merchant, he’ll take them from you and put them on the “Recognization” list, and he’ll now sell them, but of course, it will be as rare as the actual dark sea essentials.

Example: Any item that is rare will have that chance of spawning it, if you only have a 1/500 item in the shop, the shop will give nothing until it has won the 1/500 chance and because there is no other item filling it up.

Order

The way it’d go would most likely be in the following order for “recognition”

Common Items:

  • 5 of the same items are required to be put on recognition.
  • Will sell at least 10 of these each time it is cycled to one of them
  • Armoury/tools will be 7 of each.

Uncommon Items:

  • 10 of the same items are required to be put on recognition.
  • Will sell at least 8 of these each time it is cycled to one of them. (Reagents/Catalysts/Food)
  • Tools/Armoury pieces will be 5. (Arcspheres/Amulets are reduced to 2)

Rare items:

  • 15 of the same items are required to be put on recognition
  • Will sell at least 6 of these each time it is cycled to one of them. (Reagents/Catalysts/Food)
  • Tools/Armoury pieces will be at 3.

Exotic Items:

  • 20 of the same items are required to be put on recognition
  • will sell 4 of each time it is cycled to one of them.

Legendary items:

  • 25 of the same items are required to be put on recognition
  • Will sell 2 of each time it is cycled to one of them.

Dark Seas requirement:

Any item that is from the dark seas will require the merchant to be in the dark seas for the same time as “True Captain”, just that its the merchant that can’t die.

If the merchant survives in the normal-ranges he’ll begin to “recognize” the dark sea items in that area and will sell them to you if you give the items to the merchant. If you give the dark sea reagents/catalysts/etc to the merchant when he hasn’t explored the dark seas yet, he’ll decline as he has no idea where to obtain such items. (I know this doesn’t make any sense as this is a guy literally exploring the dark seas alone but adds more to merchant)

This process goes for the same as the further reaches if you want your merchant to sell stuff like dark sea diamonds, sea essentials, or whatever. He’ll need to survive the further reaches for 60 minutes in order to recognize and will accept items.

Items that won’t even be accepted/appear

Items that he will not take/give are:

  • Sunkens
  • Seasonals
  • Prometheus Acrimony
  • Enchantment Scrolls
  • Jewel
  • Modifiers
  • Altanntean Gear

So basically:

Merchants will still be able to give really good stuff, however, you would of course need to be rich or a PVE demon to grind all this out as it is EXTREMELY tedious to grind out and actually prepare such items. If you managed to grind out a whole bunch of these rarities, you get yourself the “Ultimate” merchant.

It’s basically the merchant right now but if you had to work for bro in order for him to give out better deals.

1 Like

If you allowed jewels mabey at a lower rate (eg only like 4 rare gems or 2 exotics per-refresh, basically treat gems as +1 tier)
and mabey allow them to accept modified items but just strip modification
(also why did you 1 stary yourself?)

ngl the reason why I removed jewel/modifiers from the list was because you know, been thinking that players should farm for it with the new items like shovel enchantments, fishing dark seas, etc and actually playing the game instead of relying a lot on merchant tbh, so I wanted to limit jewel/enchantments/etc.

also mabey could re-use the gifting tab since (currently) it still is enabled even after reaching max loyalty

no I mean allow items with modifiers to be recoginzed
but they will sell without the modifier so you can give eg: frozen travellers pack, normal and exploded ones and it would work towards recognition.

eh, I don’t think that should be in the merchant pool since ruins the whole point of treasure-charting or something.

If you got the real good items you can easily multiply that without using treasure-chart, could say you farmed hard for it but to me it should still be kept as a treasure chart feature like how sunkens are fishing features only.

Rn the things that don’t affect the gameplay as much would be like reagents/catalysts/food/etc as there are a lot of ways to grind for it but modifers are like one-way use to grind it

no i mean it strips the items of modifiers before selling
so eg you have a 5 frozen, 5 superheated arcspheres and let the man learn
he will only sell normal arcspheres (pre-attuned mabey?)

Yeah that works ig, though dev wants to make sense he’s probably gonna be saying like “Merchant must recongize what the actual arcsphere looks like so he can sell it, must not have modifiers on it as it alters and changes the item” :sob:

“he recoginizes the object. and also recognizes that he cannot sell the exact same due to the unique methods used to acquire it”

(btw he has to take the items from ur inv for him to actually sell it unlimitedly, thats the cost to make the merchant better who gonna be selling there blasted arcsphere to lit bro :fire:)

yep so it would be funny and a nice learning expierence for first time people using it >:}

They done for :sob:

gasp its potionomics

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