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View Full Version : The Backpack, The Ingred Bag and Shards



Sue_Dark
08-28-2008, 10:04 AM
So, I stopped running shroud for a bit to level some lowbies.
I logged back in to my big kids to do some AH fiddling and remembered that I have these oh-so-wonderful power shards, cluttering my inventory.

I am wondering how difficult it could possibly be to include these in the "ingredients" category, so they'll go into the bag. Or at least make em stack. Heck, stop em binding, make em stack, and allow em to go in the ingred bag. I'm not asking for the world, just a little less clutter from things that I dont want to pitch, but dont have a use for in the near future.


<note- this might have been posted elsewhere, but I really dont care, so dont bother pointing to another thread>

Laith
08-28-2008, 10:19 AM
So, I stopped running shroud for a bit to level some lowbies.
I logged back in to my big kids to do some AH fiddling and remembered that I have these oh-so-wonderful power shards, cluttering my inventory.

I am wondering how difficult it could possibly be to include these in the "ingredients" category, so they'll go into the bag. it wouldn't have been difficult. That is to say, it had to be a conscious decision to make them not stack and not go into bags.

taking up extra space (or binding for that matter) is a deterrent from hoarding items. For DQ, it was used as a way to limit the amount of pre-flags one would be willing to do, for shroud it is to limit the amount of shards one hoards (encouraging trading).

In essence: shards hogging a ton of space is the entire point.

edit: the other possibility (aside from deliberately not being ingredients, not stacking, and binding [all factors that encourage trading]) is that there's a bug. I have no idea why shards are classified (and wearable as) trinkets, or why they gave them a value at vendors.

Sue_Dark
08-28-2008, 02:34 PM
My guess would be that the shard is actually a re-skinned trinket. The binding and non-stacking effects being relevant to any raid trinket, the useability in a trinket slot speaks for itself. Likely they just overlooked the bind/stacking in their rush to get them out the door, way back when and not enough stink has been raised about it since then.

We all know that around here, only the squeekiest wheel gets any grease. Validity really doesnt matter as long as you make enought noise.

Ikuryo
08-28-2008, 02:42 PM
Not sure why they are a trinket unless there was an idea to let people make trinkets from them, you can make most other slots. Its probably just that they did not get to finish it and just left it half finished like they did for quite a bit of the Mod6 content.

There are bits and pieces of stuff laying around that looks like it was going to have a use that was cut out. Them having value is not really an issue though, the power cells also have a high value and all the other ingredients do have value, even if mostly low.

Laith
08-28-2008, 02:43 PM
The binding and non-stacking effects being relevant to any raid trinket, the useability in a trinket slot speaks for itself. Likely they just overlooked the bind/stacking in their rush to get them out the door, way back when and not enough stink has been raised about it since then.You're probably right actually.

I generally just considered the shards being trinkets a quirk, but it's really the key to all of their behavior. The only thing that makes them different than other greensteels is that certain recipes destroy shards.


Not sure why they are a trinket unless there was an idea to let people make trinkets from them, you can make most other slots. Its probably just that they did not get to finish it and just left it half finished like they did for quite a bit of the Mod6 content.no... shards probably had to be wearable items so that they could gain magical attributes via the altars.
Sue's right: trinkets were chosen because they had no intention to make greensteel trinkets, a fact that made it a nice shortcut.