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Thread: Salvage Bunkers

  1. #1
    Registered User Waicodin's Avatar
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    Salvage Bunkers

    Salvaging Bunkers...

    Since returning ive been having a blast. This game delivers everything ive bene looking for in an mmorpg. I left years ago in search of greener pastures, but none of the next gen mmorpg's quite get it right. AC does.

    One of the greatest things about AC is the Loot Generator. Loot in general, across the board, is hands down better than any other mmorpg.

    Since returning, ive been spending alot of time hunting, looting, and salvaging. I go on a few hunting trips, break things down into salvage, and then return home to store it.
    All of my mules are quickly fillig up with bags of Salvage.

    Then it hit me, i have this massive Villa, and 2 chests filled with all my high burden stuff... Wouldnt it be great if i had a special place to store all this salvaging stuff.

    Now, im guessing, a game like AC must spend considerable resources on Loot alone. The storing of data, manipulating data, lots and lots of data is being stored and manipulated. So, im guessing, there is some cost/benefit ratio for the amount of storage alotted each account, versus maintaining this great aspect of AC -- Loot!

    Would it be too large a project, or too costly a change, if we implemented a sort of Salvaging Bunker project. Heres my basic idear.

    A special hook in our Cottage, Villa, Mansion, becomes hookable by a new type of Storage device. The storage device must be built by the players. Questing, salvaging, building. We quest for blueprints, special materials, advice on how to build this special storage device. Then we spend a considerable amount of time storing up steel, iron, wood, salvaging stuff of all kinds. Then we build one--of various types of storage devices.

    One storage device could be a Salvaging Bunker. The salvaging bunker scales to size according to the type of domicile it resides in. If its in a cottage its benefits would be smaller than if its a salvaging bunker for a Mansion.

    For instance, lets say we build one for a Villa. We finish building it and then hook it to the special yard hook. We can then interact with it to open up a Salvaging Storage locker type thing. The storage locker would only accept salvaging materials to be stored in it. I could drop finished bags in the locker, stacks of unfinished bags. Hang the salvaging tool in it. (Maybe a side quest for a Salvaging Tool of +1 to salvage materials)

    I dont know how all this would work out storage space wise in code. But couldnt it somehow consolidate it when stored into one destination? i dunno.

    The one for Mansions could offer even more space. Or even cast a spell, like those ones in the towns do. I know those are like attractors to get people in towns more. So maybe or maybe not include that?

    It would just be nice to somehow gain more storage at my House.

    I know there must be a reason for limiting the chests in houses. Adding more would mean people store more stuff, and thats more data to maintain. Theres no denying we get massively more game than we are currently paying for. So if cost alone kills this idea, i think the most of us will understand.

    Okey, just thought i would throw this idea out there and see what the devs think, the playerbase thinks. I missed the last 6 years. So im not even sure if this has maybe been brought up before and answered?

  2. #2
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    Re: Salvage Bunkers

    I like it.

    I expect the answer is: "We to not have the tech to do this."

  3. #3
    Registered User ConnortheCraftmaster's Avatar
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    Re: Salvage Bunkers

    I was pondering about the idea of salvage and salvage storage myself...

    My solution was something like this:

    Introduce an NPC who gives away "salvage tokens" when given any full bag of salvage. Basically, these tokens are stackable and can be saved and stored up, later being used to purchase bags of salvage as needed, instead of filling up an entire character with only bags of salvage. Every bag that can be purchased from the npc would be of workmanship 6, regardless of the type of bag you hand in.

    This way, the server wouldn't have to be strained from people logging on and off of their characters just to transfer salvage between their other characters. It would be easier, and be a good option for characters who want convenience over quality.

  4. #4
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    Re: Salvage Bunkers

    Something like that would be good, but maybe have it round down the wms to nearest whole number and give a corresponding token. I have a LOT of wms 9 and 10 salvage as well as FP. Would love for all of it to take less space, but get back something comparable.

  5. #5
    Registered User Waicodin's Avatar
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    Re: Salvage Bunkers

    Or, to ocmbine your ideas and mine.... How about the Salvage Bunker acts like Key rings do now?

    You use a special bunker tool to add your salvage to the bunker. All salvage bags added, of a kind, are averaged into a giant pot of that salvage kind. Sort of like another step to the consolidation.

    Then when someone needs some materials of that kind, they use a special tool to like peel away a single bag. That bag would then be wks of whatever the pot is then.

    So lets say i have a fresh bunker. I add a bunch of steel of various workmanships. Say 5.00, 6.00, 7.00. 12 bags in total, 4 of each workmanship. All those bags would average out to 12 bags of workmanship 6.00

    So then if i come along and need a bag of steel, i peel off a single bag, and that bag would have workmanship 6.00

    Its basically the same concept as salvaging now, just adding another Tier at the Bag level

    ?

  6. #6
    Registered User Chip Ali's Avatar
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    Re: Salvage Bunkers

    Or they could add a simple banking/auction system.

  7. #7
    Registered User Maraude's Avatar
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    Re: Salvage Bunkers

    Quote Originally Posted by Chip Ali View Post
    Or they could add a simple banking/auction system.

    Agreed. I would love a banking system!
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  8. #8
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    Re: Salvage Bunkers

    Combining the above ideas....if bags of salvage could go higher than 100 units but each tinker used 100 units, you could mix salvage, keep it pure, etc. but not take up a lot of space. I'd love to have a 100,000+ unit bag of ivory floating around in my pack! =)

  9. #9
    Registered User agnari's Avatar
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    Re: Salvage Bunkers

    i get 300k+ bags of silver, gold, ruby all the time. all you need is max, auged salvage skill and stop with several bags at 90 or so. then combine them later so they STAY below < 400k the max sell value.
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  10. #10
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    Re: Salvage Bunkers

    Quote Originally Posted by agnari View Post
    i get 300k+ bags of silver, gold, ruby all the time. all you need is max, auged salvage skill and stop with several bags at 90 or so. then combine them later so they STAY below < 400k the max sell value.
    I'm talking about units...not pyreal value! In other words, Salvaged Ivory (124,365) for example. Using it to tink an item results in Salvaged Ivory (124,265). Thus conserving pack space and server resources.

  11. #11
    Registered User gdub12's Avatar
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    Re: Salvage Bunkers

    I like the OP's idea. Lets see what a dev has to say about this though. I really really like it.

  12. #12
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    Re: Salvage Bunkers

    Would much rather see stuff like this then just keeping adding extra char slots. The reason we all have so many chars is because of mules and storage issues.

  13. #13
    Registered User Ianator's Avatar
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    Re: Salvage Bunkers

    Quote Originally Posted by Cyberkiller6 View Post
    Would much rather see stuff like this then just keeping adding extra char slots. The reason we all have so many chars is because of mules and storage issues.
    110% agree
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  14. #14
    Registered User ElderMT's Avatar
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    Re: Salvage Bunkers

    I like the stackable salvage token idea. But with some slight modification to Connor's idea.

    Have NPCs at every town that you can turn in a bag of salvage to.

    Turn in a WMS 6.21 Bag of Ivory, and get a Stackable WMS 6 Ivory Token. Turn in a WMS 6.5 Bag of Steel, and get a Stackable WMS 7 Token.

    No buying, selling. Just give and receive.

    Then, later, when you're ready to use a Token, turn in WMS 6 Ivory Token for WMS 6 Bag of Ivory.

    Issues:

    Variances in value? Solution would be - you lose the value if you turn in for a token - or set received new bag of salvage (the one you get back after trading in a token), to a set value - 10K? 25K?

    Variances in WMS? There would need to be a token for each WMS of each salvage. That's a lot of tokens to receive.

    Rounding up or down? If I turn in a WMS 5.13 bag, do I get a WMS 5 or WMS 6 token? Or should/can the cut be 5.50 gets you a WMS 6 token? That would also save a lot of space in general on characters - not needing to maintain partial bags of the higher tier wms salvage...

    Taking part of Connor's idea - how about anything turned in less than WMS 6 (i.e. WMS 1 - 5.99) gets a WMS 6 token.

    Tradebots? Would this be an issue with Aetherias?

    Anyway, think we're on the right track with a good idea. I really don't think it would be that big of a lift to implement.
    Last edited by ElderMT; 05-10-2010 at 06:11 PM.
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  15. #15
    Registered User Waicodin's Avatar
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    Re: Salvage Bunkers

    I understand the token idea, but i think it becomes a bit inefficient in various situations.

    For starters, as you pointed out (Elder), you would need dif tokens for dif wms for EACH type of salvage. So now i have wks 6.00, 7.00, 8.00, 9.00, 10.00 tokens, for steel, and then wks 6.00, 7.00, 8.00, 9.00, 10.00 tokens for Emerald, and then wks 6.00, 7.00, 8.00, 9.00, 10.00 tokens for ...

    Granted, most people wouldnt break down at every base number, but still, it would end up being a lot of tokens. I see it as barely lowering the total amount of packslots being used, if not increasing it.

    As well, most people would be smart about it and just pile up tokens of what i have most of. For instance, i wouldnt turn in for token every bag i have, just the ones i have a lot of bags of. like ivory or leather. But then we introduced this whole system just to tokenize leather and ivory bags... or whatever else people have tons of.

    On the opposite extreme, i could see the current system limiting the runaway train that is UCMers salvaging by the truckloads....

    Whats more, if this could be added at the NPC-in-Town level, why not disperse it a little bit further and let it be a housing item. just change the graphic, make it hookable, and we all have this in our houses. A special bonus for homeowners.

    The conversion from being in your pack, to being in the Housing Thing could reduce the amount of unique items needing to be tracked. Instead of 80 dif bags of dif stuff at all dif variances with unique item numbers, now we have one special item number, our housing thing, that keeps track of all salvage. Im guessing here, and completely ignorant to how the code works, but i would think consolidating things this way would lessen the amount of unique things being tracked/stored and lower resources consumed for each player.

    Who knows, it took us a while to get KeyRings, maybe its a nightmare implementation given the current state of AC code, and given the lack of dev response, maybe storage ideas are something the devs really dont want to spend time thinking about :P

    Im just all for anything that gives me more efficient storage space. This game is all about loots. I love my loots. I want more efficient, controllable, storage for mah loots!

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