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  1. #21
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    Quote Originally Posted by Morroiel View Post
    Disagree on 2 counts.

    The #1 reason why people have high plat (substantially high plat - I'm not talking a few mill) is because of various illicit gains throughout the games history.

    There are actually some plat sinks in the game but they preferentially hurt some players more than others. If you mess with builds a lot, you can go through a few million plat redoing destinies, enhancements, etc. Yugo pots and raise / rez scrolls are also some disproportionately expensive consumables. The new reaper rewards are also a pretty good plat sink from what I can tell. Lastly, there is the actual ah itself - the % fee they take does do lots to reduce the amount of plat in game.

    Unfortunately, there are players with essentially infinite plat - it would take raising these plat sinks by 10000 to 100000 times before they'd start to worry about running out of plat. Turbine/SSG can't do anything about this. This is why they can't introduce any plat sinks that affect these players, as it would make players who gained their plat in valid ways unable to begin to compete.

    Of note, the cannith essences themselves also have a similar issue. There are players with several hundred thousands of these essences stockpiled away.
    Really?

    If they have more than you they must be cheating. It couldn't be that they just play more or simply play smarter? As for several hundred thousand essences, that's not even difficult if one plays at epic levels (the same for tens of millions of plat if that's what one prefers btw). That's just how the game is scaled.

  2. #22
    Community Member Niminae's Avatar
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    Quote Originally Posted by Astarii View Post
    I'm Canniths Vileone, a 3x Completionist Heroic, Iconic & Epic. A collector of pets, and a seeker of treasure. If you need anything, help or jsut want to chat, send me a tell.
    Apparently during your path to "3x Completionist Heroic, Iconic & Epic" you never bothered to pick up the collectables that were just sitting around waiting for you to pick them up. Apparently being "a seeker of treasure" doesn't mean picking up collectables.

    I am not even close you your level of past lives in any of the three categories, and yet I have never needed to farm for collectables to craft items for myself. I have a number of items that I use on any character, and also items which are specific to certain classes. But the bottom line is that I have been able to craft these items without ever needing to spend time specifically farming to collectables. I just pick them up as I play.

    I'm not sure how the failure on your part to also pick up collectables as you played throughout your great many past lives means that the devs need to do additional work to make it easier for you to correct your error.

  3. #23
    Community Member grausherra's Avatar
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    Quote Originally Posted by Gremmlynn View Post
    Really?

    If they have more than you they must be cheating. It couldn't be that they just play more or simply play smarter? As for several hundred thousand essences, that's not even difficult if one plays at epic levels (the same for tens of millions of plat if that's what one prefers btw). That's just how the game is scaled.
    Even a cursory search will even find a detailed description of how multiple dupes worked (patched now, and has been for a while). One of them a few years back was easy to stumble upon when juggling inventory due to multiple TRs. He's not making it up.

  4. #24
    Community Member Sarzor's Avatar
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    Quote Originally Posted by grausherra View Post
    Even a cursory search will even find a detailed description of how multiple dupes worked (patched now, and has been for a while). One of them a few years back was easy to stumble upon when juggling inventory due to multiple TRs. He's not making it up.
    Sure, there have been dupes, but it's not the only way to have plat. I never participated in them, and every life I have to dump platinum on random things. I don't even play around much in the auction house, but just from selling gems, scrolls, etc, it adds up fast.

    Also as far as essences, just destroy whatever loot you find. At 5 xp/hit, and figure each quest you get at least 10-20 pieces of loot to break up, the xp adds up fast, as do the essences. I'm rolling in essences, partially because I don't craft a ton, but mostly because I generate lots of the essences each life just by breaking up loot.

  5. #25
    Community Member Selvera's Avatar
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    This sounds like a bad idea. For the level of power and flexibility of cannith crafting, the cost is very appropriate, and the farming is relatively mild. The only parts which frustrates me is the disproportionate randomness involved in farming some collectables. If there are multiple collectables types from the node I'm farming, and I repeatedly get the wrong one; there should be only one common/uncommon/rare collectable for each combination of level range + collectable type; and monsters should properly drop cultural collectables appropriate to their level.

    A solution to this would be to have a collectable trader, where you can trade 3 to 1 collectables of the same rarity/type or something of the sort. (you would be able to trade 3 glass phials for 1 charged soar-wood or 3 charged soar-wood for 1 glass phial.)

    However, if for whatever reason they did add a collectable merchant for plat, here's a quick estimation of how much collectables are worth on the current market; using https://www.ddo.com/forums/showthrea...=1#post5956817 as the reference:

    From my limited experience, 1 essence will sell on the plat AH for about 8k plat.

    Super easy to farm collectables like prayer beads are worth 40k plat each.
    Hard to farm useful common collectables such as slime mold is worth 600k plat each.
    Super rare and sought after collectables such as the Silver Flame Hymnal is worth 12.6 million plat each. (And yes, that is the equivalent of approximately 3 plat-capped characters).

    If a plat merchant for collectables was going to be put into the game with prices that people are willing to pay for collectables right now, in the current system, it will only be an easy button for people who had ignored crafting for years and/or got heaps of plat through exploits. It would not help new players, and it would not help the average player. Actually, it would hurt them by taking away one of their few sources of acquiring a trad-able currency that vets actually want.
    Last edited by Selvera; 04-11-2017 at 09:43 AM.
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  6. #26
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    Quote Originally Posted by grausherra View Post
    Even a cursory search will even find a detailed description of how multiple dupes worked (patched now, and has been for a while). One of them a few years back was easy to stumble upon when juggling inventory due to multiple TRs. He's not making it up.
    He's not saying there haven't been dupes, but to say that's why plat is worthless is just wrong. If you spend any time at epics and vendor gear you plat cap in no time.

  7. #27
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    On topic: I wouldn't be opposed to a vendor, but I would prefer they just balance availability. (fix cultural drops too) I would prefer a trader for other collectibles to a plat vendor, a plat vendor would basically be: buy best in slot non raid/slaver gear with plat.

  8. #28
    Savage's Husband Phoenicis's Avatar
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    Quote Originally Posted by Cantor View Post
    On topic: I wouldn't be opposed to a vendor, but I would prefer they just balance availability. (fix cultural drops too) I would prefer a trader for other collectibles to a plat vendor, a plat vendor would basically be: buy best in slot non raid/slaver gear with plat.
    I agree.

    I'd prefer to see a barter interface, trade 3 of anything for one of the next higher tier of the same thing.

    That is, trade 3 tier 1 cultural common for 1 tier 2 cultural common.

  9. #29

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    Having some type of trade in mechanic for the collectibles would be nice. I don't think a collectible vendor would be a good idea. Having a system to trade in collectibles would be nice though, especially for those folks you just have constantly poor pulls from the random generator...

  10. #30
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    Quote Originally Posted by grausherra View Post
    Even a cursory search will even find a detailed description of how multiple dupes worked (patched now, and has been for a while). One of them a few years back was easy to stumble upon when juggling inventory due to multiple TRs. He's not making it up.
    Yes, but because one can become rich dealing illegal drugs doesn't mean everyone who is rich is a drug dealer. That's the part I disagree with.

    Across my characters on Wayfinder alone, I have about 50 million plat and plat simply isn't worth the effort , much less the risk, to dupe IMO. Not when a play session in Eveningstar and just hitting the brokers there is worth 100-200k.

  11. #31
    Community Member TedSandyman's Avatar
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    Quote Originally Posted by Morroiel View Post
    The #1 reason why people have high plat (substantially high plat - I'm not talking a few mill) is because of various illicit gains throughout the games history.
    I would like to point out that I have nearly infinite plat and I have never abused any illicit gain to get it. It is just absolutely easy to make plat on the AH with just a little patience. Sell things for a reasonable price and don't try to milk the absolute max and things fly off the shelf. If you put any randomly loot item that looks like it might be decent on the AH for 10k, you will usually get it. Do it consistently and the money flows in. And deconstruct anything that doesn't look sellable. Don't ever sell to vendors. Get a decent rare item that you know you'll never use (or you have two of) and put it on for 100k, you will often get it. One thing, however, that I never sell is collectibles or ingredients.

  12. #32
    Community Member Morroiel's Avatar
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    Quote Originally Posted by TedSandyman View Post
    I would like to point out that I have nearly infinite plat and I have never abused any illicit gain to get it. It is just absolutely easy to make plat on the AH with just a little patience. Sell things for a reasonable price and don't try to milk the absolute max and things fly off the shelf. If you put any randomly loot item that looks like it might be decent on the AH for 10k, you will usually get it. Do it consistently and the money flows in. And deconstruct anything that doesn't look sellable. Don't ever sell to vendors. Get a decent rare item that you know you'll never use (or you have two of) and put it on for 100k, you will often get it. One thing, however, that I never sell is collectibles or ingredients.
    First off, if you haven't done anything illicit you don't have "near infinite plat". I'm talking about the people who have high values of plat stored in items with high base values. These people literally have 1000s if not 10000s of millions of plat.

    Second off, if you've been trading on the ah you've benefited from illicit plat gains due to the inflation nature they've caused. It is the same argument about raid timers, etc. Even if you didn't dupe them yourself, you've benefited from it. Each time in the history of ddo when illicit plat gains were introduced: the plat ah reflected the rampant inflation.
    Quote Originally Posted by Vargouille View Post
    A new harder difficulty is likely to just be that: harder, without giving commensurate power...Ideally, at the very hardest edge of difficulty, we would not know how long it would take until all quests are completed on that difficulty.

  13. #33
    Community Member Chai's Avatar
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    File under: All this incentive to play in heroics does not synergize with crafting which incentivizes playing in epics / legendary.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  14. #34
    Community Member Taimasan's Avatar
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    Am I the only one who thinks that we need to have a discussion concerning the infrastructure and manpower/talent issues in DDO?

    IMHO that needs to be addressed before we start discussing new ideas for development. I mean....look at the Customer Support thread...


    https://www.ddo.com/forums/showthrea...support-lately

  15. #35
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    Plat sinks and then talking about traders selling collectables for large amounts of plat sounds like a good idea - I never have enough plat particularly these days when I crunch so much trying to get my crafting levels up. One thing though - being able to sell collectables on the AH is a great way to make plat. And this is good if you are a new player so I hope this continues to be possible as it's an easy way to start your economy going.

    Also technically *everyone* has near infinite plat because it's not a finite resource.

    Also I figure most of the illicit obtainers of plat have mostly left the game out of boredom as having meta-ed it they've run out of things to do faster than the rest of us.
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  16. #36
    Community Member noinfo's Avatar
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    Quote Originally Posted by Morroiel View Post
    Disagree on 2 counts.

    The #1 reason why people have high plat (substantially high plat - I'm not talking a few mill) is because of various illicit gains throughout the games history.

    There are actually some plat sinks in the game but they preferentially hurt some players more than others. If you mess with builds a lot, you can go through a few million plat redoing destinies, enhancements, etc. Yugo pots and raise / rez scrolls are also some disproportionately expensive consumables. The new reaper rewards are also a pretty good plat sink from what I can tell. Lastly, there is the actual ah itself - the % fee they take does do lots to reduce the amount of plat in game.

    Unfortunately, there are players with essentially infinite plat - it would take raising these plat sinks by 10000 to 100000 times before they'd start to worry about running out of plat. Turbine/SSG can't do anything about this. This is why they can't introduce any plat sinks that affect these players, as it would make players who gained their plat in valid ways unable to begin to compete.

    Of note, the cannith essences themselves also have a similar issue. There are players with several hundred thousands of these essences stockpiled away.
    Those same players may have a reasonable plat stockpile but would have to liquidate stock to maintain it to continue purchasing and to do that they have to be able to sell it to people who can now spend their plat elsewhere. Their plat stores are not infinite as most have no value for it at the moment and the plat cap per character makes it inconvenient.

    Right now I can go and farm some of the few unbound high value items and raise millions in an afternoon, this is because people have plat to spare if they want something they will pay it for it. Introduce this sort of thing and the plat will bleed out.
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  17. #37
    Hero JOTMON's Avatar
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    Quote Originally Posted by Astarii View Post
    DEVS PLEASE- I highly would desire a Collectable Vendor, someone i could purchase Materials for crafting etc from. Not all servers have AHs with key Materials in them, and with the Cannith crafting changes, its made it extremely difficult to make items desired. Yes, you can farm all day & night looking for key collectibles, but this is ridiculous guys. please just put in a vendor, it could defiantly help pull plat out of the game, rather then pull people away from the game for hourless farming, yet alone there is no room for error on crafting, there is no room for making different variations, in my opinion I would have stayed with the older crafting system, because i only use the crafting on low lvl toons, not high lvl stuff. but to get key Materials i must move to a higher level toon, just to farm this out. Can we not just make some Alchemical shop, where there can be purchased at a high plat value? ... *sigh*

    I don't feel a plat based collectible vendor would be the appropriate solution. too easy..
    a remnant trade/substitute could be workable..
    a collectible trader that trades collectibles for other collectibles...


    Ultimately, The collectibles requirement system was poorly implemented, they should have been separated better..
    Heroic crafting requiring heroic collectibles
    Epic crafting requiring Epic collectibles
    Legendary crafting requiring Legendary collectibles

    logistically it makes little sense to have to farm epic/legendary content for heroic crafting.. not all players are a the same stages.
    the rare collectible cost is excessive for low level craftings and drives extortionism pricing for the small pool of new rare pita collectibles.
    we have the same blanket cost for the effect irregardless of the level.. .. low level effects should be low cost.. high tier.. higher cost...



    The DDO store collectibles boxes is a sham, you get a bunch of sheite collectibles for real money with a rare chance of finding something better in the box..
    its just filled with basic regular easy find collectibles many of which are not even used in crafting..
    wasted TP.. but I am sure they already knew that, just a cash grab trying to sucker desperate players in to wasting money in a gamble system..


    Hopefully they will come back around and look at re-aligning crafting levels to appropriately consider stages of crafting and appropriate crafting level for level range items..
    Last edited by JOTMON; 04-12-2017 at 04:41 AM.
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  18. #38
    Uber Completionist Astarii's Avatar
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    Quote Originally Posted by Memnir View Post
    ... I'll just grit my teeth and feel like I'm being punished for wanting to craft as I craft.
    I totally agree, i feel like we are being punished for crafting as well. I like when there was really a handful of quests that provided top end crafting gear materials such as: Mystical Bottle(Red Fens), Mystical Dried Fish(Sorrowdusk), Mystical Goblet(Threnal), Mystical Plant(Vale), Mystical Urn(Necro4), Mystical Vessel(Restless Isles) and of course things from Shavarath/Devil Assault such as: Pure Shavarath Iron, Demon's Blood, etc. or Purified Eberron Dragonshard Fragment with all the many ways to acquire them (still within reason for crafting, in some cases high but still workable).

    but really, those all these where kept at a min. and did not prevent crafting / penalizing you for crafting. It was a really good system, and did not lack in any mechanics but rather a lack of more shards being added such as a paralyzation shard. That is what frustrates me as well. I used to be able to calculate the level of the item in my head it was easy. 2 level for every plus. starting at lvl 1. so +3 = lvl 5 item etc. now i don't know how are why people could not figure out how things worked, or why they never understood prefix/suffix in elementary school but it was pretty basic, and easy to use. I can craft without using a planner now, and yet alone its not manageable with mats are anything.

    Again, your analogy of being penalized is right on.
    I'm Canniths Vileone, a 3x Completionist Heroic, Iconic & Epic ("Uber Completionist"). A collector of pets, and a seeker of treasure. If you need anything, help or just want to chat, send me a tell.


  19. #39
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    Half the game has unlimited plat. If the devs did this, they might as well remove the entire idea of crafting levels and leveling because the act of leveling would just be visual busy work.

  20. #40
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    Comparing the old system to this one, in the old system I would happily craft things like feather fall as I would typically have the ingredients. Yesterday I expected the same and it's a rather long list of stuff that I'm missing bits of. I certainly don't have the same ease of crafting the low level stuff. I have to go and farm it. At least I know how to look up how to do this, etc. I remember teaching new players about the crafting setup and it was much easier for them perhaps (because of what is in the recipes) to make what they needed quickly - possibly this is not so true now.
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