I only bother with certain collectibles at this point.
With my lowbies, it's all about the mushrooms for the cure pots and the blades of the dark six for ammo. With my highbies it's the collectibles for the alchemical pots.
I only bother with certain collectibles at this point.
With my lowbies, it's all about the mushrooms for the cure pots and the blades of the dark six for ammo. With my highbies it's the collectibles for the alchemical pots.
I'd rather laugh with the sinners than cry with the saints.
I collect everything except the ones that give you scrolls. Wands and the like can net you some decent money and cure potions are always worth it. I am selective in the ones I keep and will not hesitate to destroy them to make room but it's all money, and money is good.
My main has about 750K but I still like turning the stuff in and making 1K just because. I still have about 12 House sealed letters, and that saves me some serious dough.
I would make the collectables part of the crafting system.
I lack the inventory space and time to cash them in to collect.
I would rather run some quest (solo if I have too), than run to all the collectors.
Jesus saves but only Buddha makes incremental backups.
Remember your first character when turning in a collectible for a cure pot was not just fun, but necessary for survival and questing? Remember when you had no idea what you would get or how valuable (or invaluable) the collectible would be? Remember running around to find all the collectors? Remember every party member running up and gathering from the adventure's pack on the floor in the corner? Those were the days, I'm not sure we can go back or they can be anything more than what they are now, a novelty for the pack rats and an unimportant time sink for the back pack starved high level adventurer.
Not sure if I have any new constructive ideas, but good ones I've seen include:
- Stair-stepped rewards for collectibles, bring me 3 for this, oh now bring me 9 for this next better item, ohhh and bring me 35 for this really nice item next time. Sort of a minature chain quest for collectibles.
- Make any pot or scroll reward stack with similiar inventory item
- A collectible pouch
- Better collectible rewards, uber/excellent named items for turning in large quantities of certain rare items or even random lvl appropriate end reward items/an end reward quality item in an area if you collected enough items (sounds a little like ore/tokens/relics/etc. already I suppose
- Tie collectibles to some sort of crafting or make new collectibles that can be used in crafting (people would start checking those crevices and corners for collectibles again perhaps?)
or maybe there is just no going back to the days when stormreach and dangerous
Home Town Stormreach, Sarlona
Guild - The Misfits.
Kahil - lvl 12 Paladin/2 Fighter (Main)
Alamitra - lvl 11 Paladin (Just Call him the Big Gimper)
Vitiate - lvl 12 32pt Cleric
Veracious - lvl 2 32pt Cleric
Philodox - lvl 3 32pt Barbarian
Coming soon an Arcane Spellcaster or another Paladin.
Hi, my name is DrAwkward, and I'm a collectable junkie.
I know its not good for me. My guildies are all trying to get me to quit. But when I see that sparkle... I just can't resist. I've even started mailing "free samples" to my alts. Last halloween... *sob*... I was giving them away to trick-or-treaters.
It used to be really neat.. to see that little message pop up saying I got a prayer bead. But one was never enough, right? You needed at least three hits before you felt anything. Once I saved up and did like 99 all at once. I woke up next a kobold wearing my pants, with crushed 'bead all over his... um, anyway. Now I'm up to the harder stuff. I get jittery if I can't get a crystal decanter by noon. There's a guy trying to get me into bronze tokens, but... I had a buddy that died from an overdose of those. I don't know.
There was a girl warforged named Cleaver.
Every man that she loved would soon leave her.
They all left so fast / as they couldn't get past
the fact that she has a Brass Beaver
For the most part, I do the same thing.
Collectibles are basically free coins (ammunition tends to sell surprisingly well on the AH, when priced correctly) if you can't use what you're given, and free gear if you're given something you can actually use.
Personally, I don't stockpile the common ones (except for the Sweet Whitecaps, CLW potions are always going to be useful for an arcane caster), and focus mainly on the semi-rares and rares.
They're a good way to avoid spenidng money on consumables such as ammunition and wands.
(¯`·._.·[ The Truth of the Draconic Prophecy will be revealed in time. ]·._.·´¯)
To me collecting is about as profitable and easy as going around and picking up every pile of 235 copper coins you see in every quest from breakables. I used to pick up collectibles a long while back, but have since stopped entirely. At least picking up the silver, copper, and gold coins from breakables doesn't eat up inventory space...
The whole system, in my opinion, does indeed need to be overhauled, or at the very least, improved or modified in some way.
A few ideas to improve the current system:
- Add better rewards to higher end collectibles. (scale reward with the level of the dungeon where the collectibles are found)
- Increase the quantity of consumable items given. (wands come fully charged, scrolls and potions given out in stacks of 5-10 or more, ammunition given out in piles of 100 instead of 20)
- Add unique rewards to collectibles that are difficult or impossible to obtain any other way. The newest house D alchemical potions do this but other such items should be introduced. (Pnemonic Enhancer potions, High caster level potions such as sheild of faith, barkskin, or other potions that don't even exist such as greater heroism or freedom of movement and the like. Potions or other consumable items that temporarily increase hitpoints, caster level, BaB, spell resistance, fortification, action boost uses, running speed, turn undead attempts, ect ect ect...)
A few ideas to implement a new collectible system:
- Have a quest in the journal to track the different collectibles obtained and turned in. Give a reward for completing them all. Make this non-repeatable and with increasing rewards over time. (Different tiers of rewards based on the ammount turned in. First level at 10, second at 25, third at 50 and so on. Very similar to the mechanic the slayer quests use.
- Utilize collectibles for somthing other than getting items. (turn in collectibles to have an NPC recharge wands, repair items with low % chance of permanent damage, get long term buffs similar to the ones given for favor, unlock the use of special vendors in areas such as gianthold where vendors are scarce, unlock the use of teleport circles similar to the encampments in the gianthold area.
- Allow collectibles to be turned in to customize items. This would make an item bind and enhance it's properties in some minor fashion such as adding a point to the items hardness or increasing its durability, reducing an items weight, reducing the arcane spell failure or armor check penalty of armors, adding +1 to the caster level of spell clickies on an item, or other aestheic qualities such as color and style. Each upgrade could only be used once per item or even possibly only one upgrade to an item ever would be allowed. Perhaps unique named items would be exculded from these upgrades as would any items that are already bound. More useful upgrades would require more of the uncommon collectibles.
- Have a collectible trader that will exchange or upgrade different kinds of collectibles, very similar to the one that will exchange 3 of one relic for 1 of another kind in Gianthold. Perhaps you could only upgrade to certain kind of collectible and would have to slowly work your way up to the rarer types. Gems could be incorporated into this system perhaps. I am sort of stealing this idea from the rune system of upgrading used in the game Diablo 2 if anyone is familar with it.
I think if the current system was improved and expanded upon using ideas such as these that I have come up with, collectibles would not only be picked up in quests, but I believe there would actually be a market for them in the AH.
Imagine my surprise after coming back and seeing that the awful collections interface wasn't the first thing to get revamped![]()
Collectables would be great if you were able to turn in multiple sets of the required tier at a time and the more you turned in the bigger bonus you got to your treasure roll. Maybe split it up so for say, tier 3 collectables turning in up to 10.x sets gained you a bonus of +1 per additional set, but turning in 11 sets boosted you to a higher loot table. 22 sets and 33 sets also boosted your loot table and the same partial set bonus applied. Something to that effect.
Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!
If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
Member of Cupcake's Muskateers (/wiggle)
Do you know what time it is in Tokyo right now? It's the future.![]()
I do pretty much the same. I do however gather the arrows and bolts to send to my Rangers and Repeater builds. (Its amazing what a few hundred goblinoid bane bolts can do to Tangleroot)
My static group sends all collectables to one character as well, and then divides the spoils up according to need. On average we get 15-20 cure or repair serious potions per week. Yes we also get +2 armor and useless wands, but then, that's money in the bank for non-loot running groups like ours.
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Yew says, "Don't worry, I have a plan."
Why Am I not in the hall of fame for this thread. Just kidding, but I wanted to say this. I was right.
NO I am saying I was the one who got the bags introduced.
can't speak for anyone else, but, I bought a huge bag, for my main and never looked back, I click everything with impunity.
For my alts, I med bag them, so with a small and a med, they tend to do ok.
I would like to see the use and versatility of collectibles expanded upon, as it stands right now, you* can craft with them, Turn them in, or add a ritual to your weapon with them. But that takes up all of what? 10 collectibles total out of near 100?
Perhaps expand upon the rituals a bit, to use different stuff.
With the new crafting system in place, perhaps have the turn-in people give you the choice between getting an essence or item.
*Note: I mean You in the general sense. not in the direct sense, and am not targeting anyone in any way.
Somebody took some time to find this thread again...
collectables don't suck as much now that you can craft with them. and the lordsmarch plaza collectables are nice.
Don't go around saying the world owes you a living. The world owes you nothing. It was here first. - Mark Twain