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  1. #21
    Community Member Auralana7214's Avatar
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    Quote Originally Posted by Cordovan View Post
    Just to be clear, the technical constraint was that it was not possible to only change the cost for augments. It was, however, deemed necessary to make a change in costs for augments prior to the system becoming available on the live servers. We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    I think we all knew what you meant. The annoyance is that we continue to ask questions before things are brought live and we continue to be ignored until said things have been brought live and we are told they are WAI for now.

    In fact, you could have left the system alone with no augments added until it could be implemented correctly. The current policy where you put things out before they are in the condition intended (ie. FOT Raid for one) just creates mistrust.
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  2. #22
    Community Member Theolin's Avatar
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    How about simplifying it

    Have 2 collectors in each house ... each with all turn ins in their supply chain

    One for the augments and one for everything else

    This does 2 things,
    One I don't have to remember where any one collector is ... meaning I might actually use them
    Two it seperates the 2 things for cost / value

  3. #23
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    Quote Originally Posted by Cordovan View Post
    We also saw this as an opportunity to give players the ability to purchase low-level augments.
    We'd love to get your feedback. Thanks!
    purchase( not trade for) low-level augments for astral shards (for non-random) while high level augmnets can be trade for with in-games goods (You chose). If you can buy them from the store for $, why have an in-game vendor that takes $????

    Feedback: fix more bugs, combine the new and old AH and give choice at to what we can pay with, dont release something that doesnt work, or at least fix it fast.

    PS once again, pls leave my small/medium/large eberrons alone, its all I have left.
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  4. #24
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    Quote Originally Posted by HAL View Post
    No player who understands the game economy is going to trade "30 Singed Soarwood, 10 Charred Soarwood, 5 Lightning-Split Soarwood" for 1 random level 8 red augment. I would not trade 1 Lightning-Split Soarwood for it.
    I have been hoarding collectables since I bought my huge bag at the opening of the DDO Store. Some of the rare collectables are really rare - I have less than 10 in 4 years, while others I have dozens. No doubt, without some adjustment, the 'recipes' won't even be possible for many players.
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  5. #25
    Founder Alavatar's Avatar
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    Quote Originally Posted by Cordovan View Post
    Just to be clear, the technical constraint was that it was not possible to only change the cost for augments. It was, however, deemed necessary to make a change in costs for augments prior to the system becoming available on the live servers.
    Shenanigans.

    The list that was on Lammania on 3/5 was drastically changed by more then just applying a multiplier.
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  6. #26
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    While the prices are greatly out of whack the system is working outstandingly well. No glitches with any of the turn-ins, clear and concise user interface, etc. Just have to say I'm loving it that you're slowly phasing out all menu-based turn-ins for the much better barter interface.
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  7. #27
    2015 DDO Players Council Seikojin's Avatar
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    I am not on there to make it happen, but I would suggest, to help this be constructive versus flaming, get a list, by collector, of the rewards and their cost, and then submit replies to said post with adjustments and additional rewards. Then we can vote them.

  8. #28
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    Default Agreed!

    Quote Originally Posted by Missing_Minds View Post
    Side question...

    Where in Kobold's version of Heck is the Augment Slot bag to store them in?
    Guild augment crystals used to go into green ingredients bags, why not the new augment gems?

  9. #29
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Cordovan View Post
    We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    HAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHA

    AHAHA

    HA.


    You did the same with Challenges.

  10. #30
    Community Member Systern's Avatar
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    I'd like it if the Antique Bronze Collector Dude out in Zawabi's Refuge always gave a slotted item when you turn in your bronze tokens. go from turning in a bunch of tokens for random junk, to turning in token for random slotted junk!

    It'd be simpler if Peta Flashpin just had the Small Eberron Frag -> Eladrin Statue recipe in the interface, etc.

    and Donato had the Harm/Inflict potions.

  11. #31
    Community Member bhgiant's Avatar
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    The amount is still too high. If that many are needed, players should be getting a specific augment not one at random. I'm perfectly ok with increase cost for the augments, but it really should be 1/3 of the cost they are now if they are going to remain random, especially the red augment turn ins.

    Quote Originally Posted by Theolin View Post
    Have 2 collectors in each house... One for the augments and one for everything else
    I'll refrain from putting on my tinfoil hat for now and assume Turbine (for some strange coding reason) couldn't make the values different. If so, this is a great suggestion. Put 1 augment vendor in each house with all the recipes and keep the other collectible NPCs as they are. Problem solved.

    The bartering window is 10x better than the old system btw. Well done there.
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  12. #32
    Community Member Hokiewa's Avatar
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    How about an explanation for the removal of the undead trader for Palemasters?

    (granted I have not checked Live to see if it is back)
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  13. #33
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Cordovan View Post
    Just to be clear, the technical constraint was that it was not possible to only change the cost for augments. It was, however, deemed necessary to make a change in costs for augments prior to the system becoming available on the live servers. We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    This would be more believable if you had said something similar in the "The new-new (and much worse) collectibles list" thread when we were discussing how terrible the change was.

  14. #34
    Community Member Kaldais's Avatar
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    As someone who played for 7 years, and a pack rat.
    Here is my 2cents.
    c= common
    u= uncommon
    r= rare

    Consumable(tier 1): 3c 0u 0r
    Consumable(tier 2): 0c 1u 0r
    Consumable(tier 3): 3c 1u 0r

    No consumable, no matter how rare/useful it is should cost us a rare collectable.

    Equipable(tier 1): 3c 1u 0r
    Equipable(tier 2): 5c 2u 0r
    Equipable(tier 3): 3c 2u 1r

    examples: tier 1-lesser bane,less guard, tier 2-bane, guard, tier 3-greater bane, greater(uncommon) guard

    Augments(tier 1): 3c 1u 0r
    Augments(tier 2): 5c 2u 0r
    Augments(tier 3): 3c 2u 1r

    Let us trade rare collectables for astral shards. 1r = 3shards.
    Shriners

  15. #35
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    I thought the old system was pretty good. Yes, it was mostly worthless trash, with some occasionally useful items like ML0 bane weapons and arrows, a few Adamantines from Lordsmarch - But it was also how noobs got money to buy hirelings, potions, and gear repair. Yes, there were things in chests to sell, but the plentiful nature of collectables in low levels and how much you can get by taking Kobold bags and how few you needed to turn in made it a big part of a new player's income, especially when they get told how much some of them go for on Auction House.

  16. #36

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    Whether the explanation is technically true or not, it doesn't make a lot of sense. It feels like I'm being lied to.
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  17. #37
    The Hatchery DarkForte's Avatar
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    Quote Originally Posted by Cordovan View Post
    Just to be clear, the technical constraint was that it was not possible to only change the cost for augments. It was, however, deemed necessary to make a change in costs for augments prior to the system becoming available on the live servers. We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    I've heard that before when you said you were adjusting challenge XP.
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  18. #38
    Community Member Johnstone's Avatar
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    Quote Originally Posted by Cordovan View Post
    Just to be clear, the technical constraint was that it was not possible to only change the cost for augments. It was, however, deemed necessary to make a change in costs for augments prior to the system becoming available on the live servers. We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    So what I'm getting out of this is "Ignore the Collector NPCs for a few months to a year or two". That about right?

  19. #39

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    Quote Originally Posted by Cordovan View Post
    As of today's update (Update 17.1), Collector NPCs now function with a Barter Shop interface. [...]
    Cool, thanks Cordovan.

    We hope to bring new and more interesting items to offer as well. What would you like to see Collectors offer? We'd love to get your feedback. Thanks!
    Anything to offer to casters when low on stat???

    Potions of Undead Rejuvenation (Reanimation? Sort of like a Radiant Servant Burst, but for undeads)
    Potions/Scrolls of Ham... (eh, I meant Harm)
    Harm clickies...

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  20. #40
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    Quote Originally Posted by Cordovan View Post
    We'll be taking a look at the costs of collectibles available at Collector NPC in the coming months, and adjusting things as is deemed appropriate.
    The technical part, I get.

    But...it shouldn't shouldn't take too much to "look at the costs" and adjust "as is deemed appropriate".

    Most of the turn-ins were not great before (some semi-decent, some worthless), but jacking them up by a factor of 10 is clearly wrong. If anything, collectible turn-ins needed buffing, not nerfing.

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