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Thread: RE: Ancient Novictum Refiner = NoDrop

  1. #41
    Question: Why change it at all?

    I would not mind a bit more information about this.

    However, I can think of two possible reasons:
    1. To stop the sale of an item that originally may have been intended only acquired by quests, or by camping an NPC. I can hardly understand that this has been a major problem, justifying the introduction of a new moneysink.
    2. To lower the threshold of the pocket boss tradeskilling world a notch.

    In both cases, I assume that FC still wants the player to pay a little for it. 1 hour gametime in Jobe Scientists Quest (http://www.ao-universe.com/main.php?...&link=2&id=270) if you are newbie or low on creds, alternatively 10-15m for a player who is actively working with pocket boss tradeskilling, both seem like a reasonable price for me, considering that PBs make a significant income for many players, myself included.

    Given that there is a mechanism in the game that computes a mathematical relationship between retail price and resale price in shops, it will be pretty obvious, at least in my little world, that it will be absolutely necessary to make the item nodrop. If I am not mistaken, this very mechanism has caused problems before, hence FC's attempt to avoid something similar in this case.

    The chance that froob tradeskillers accidentally had the item on the wrong toon was probably fairly minimal. This should be possible to correct through a petition.
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  2. #42
    Also I don't think its possible for them to set the resale value of things independently.

    An item will have its value stat (as seen in databases) and then shops use this in their calculations as to how much it will sell and buy it for, raising its value to make the store sell it for more would result in a higher sell price thats linked, and I doubt they'd go and change all the mechanics for 1 item.

    Or at least that how I make it out to be.

  3. #43
    Xyphos says

    Value Cr 1

    to

    Value Cr 21,000,000

    Yeah I'd say they changed it! No way for them to separate buy price mechanics from sell price mechanics probably. Should have been left at 1 cred tho, no way this item is ever going to be a viable 'credsink', useless annoying change IMO.
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  4. #44
    I don't get this either. How were we supposed to 'exploit' this tool's new value in shop? It was unique, which means that even if we KNEW about the incoming value change we would've been only able to get one of them for each toon to sell. Which would've been stupid since we probably need a few of these to make the pb's anyway. And we didn't know about the incoming value change any more than we knew about it going nodrop.

    Thanks for this stupid change, i too have a couple of ANR's stuck on my froob bank toons.

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  5. #45
    Quote Originally Posted by Genele View Post
    We are aware of this issue and we will address it. Though we have other credit issues doesn't mean we should introduce another one.
    Are there any plans to introduce more consistent ways to earn credits for the entire level span?

  6. #46
    Quote Originally Posted by Aeliniyah View Post
    I don't get this either. How were we supposed to 'exploit' this tool's new value in shop? It was unique, which means that even if we KNEW about the incoming value change we would've been only able to get one of them for each toon to sell.............
    I think the reason might be that they where afraid that people would redo the short quest and sell the ANR's. However to stop that form being exploited, make it paying accounts (aka SL or full) only, and doable only once.

    This way people would maximum be able to make 60mill (very "ish" as i have no clue what they actually would sell for, but i think this would be maximum) per account.

    The only way to get around this that i can think of is if people would make a char, do this quest, then sell the ANR and reroll the char again.

    This could in turn be fixed by slapping a level rec on the quest making it not worth the money/time.

  7. #47

    Thumbs down

    I got a headache from reading this discussion even.

    Why fix something that aint broken.

    Why fiddle with something so INSIGNIFICANT to the game.

    Why make a quick fix for a unforseen problem, that causes more headache for players than what existed before patch.

    Why, why, why.......

    Just leave it as it was?

    Why spend time discussing something so silly and pointless even, is this really how devs spend their working hours?

    I hope the TSW devs know their priorities better.
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  8. #48
    the quest isn't repeatable, afaik, unless theres a glitch somewhere that we're not aware of.

    also, the effort one would go through to keep rolling new toons, in order to make a few mil is insanely inefficient. walking into a static dungeon and killing mobs for 20 mins will earn far more credits from the pearls, then the many hours of time it would take to get a new toon to Scheol and do first leg of scientist quest.

    farming refiners before patch, to sell to shop after patch, is again such a waste of time to earn credits. I honestly hadn't considered it.

    - why was the price on them raised to begin with?
    - why was the next step taken to make them noderp, instead of just scrapping the idea of raising their value?
    - why weren't they just removed from yuttos altogether?

    these are legit questions that have alot of players concerned. really, who is making these decisions? I will likely never have to buy a refiner, so this post isn't out of rage or anything, just out of confusion.
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  9. #49
    Quote Originally Posted by SoapTarder View Post
    really, who is making these decisions?
    probably the same ones that put the new Kits in game, made them OP, then realized they were OP, and instead of making them less OP, added the req that noone in the team can be in combat...
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  10. #50
    Quote Originally Posted by Gridpain View Post
    probably the same ones that put the new Kits in game, made them OP, then realized they were OP, and instead of making them less OP, added the req that noone in the team can be in combat...
    If only that stopped people from lift hopping, sitting at the other side, and instantly using it when the person chasing them crosses through. Makes it pretty difficult to kill anyone who hugs lifts that you can't alpha or stun.

  11. #51
    Suggestion:
    Add Unique tag back, remove it from rotation and change it to way you pay it by giving NPC the 10 or 15M, price back to 1.

    I don't belive this would have been a real issue anyway. Unique tag would have meant very limited amount of them, and just being able to buy in the first place...
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  12. #52
    Quote Originally Posted by Xenotric View Post
    Also I don't think its possible for them to set the resale value of things independently.
    I'm betting that if they wanted to, they could. A lot of people don't seem to realize how lazy Funcom actually is when it comes to their games.
    Quote Originally Posted by Aeliniyah View Post
    One more nail to the coffin. Not too many missing anymore...
    Agreed. FC needs to realize that their game is dying (and before the fanboys come in with "wah wah people have been saying that since 2001", yes, they have, but when has it been any more true than now? Go log on and tell me how many people you see. Then think about how much it actually costs to run these servers and pay these developers - it costs more than they're making from the game) and stop making dumb choices. I still have my account paid, but I'm contemplating canceling that and never giving FC money again. I've tried AoC, basically once FC realized they couldn't kill WoW they moved onto their next big project, TSW, and left AoC to rot. It seems to get slightly more than minimal developer support (since I'd say that AO gets less).

  13. #53
    Actually FC do know the game is dying, but obviously cannot say it for commercial reasons. But a commercial product that has had no marketing buzz of any kind (whether viral, paid, or promotional) for several years is a sure sign of the company considering it retired. Or a completely incompetent management, but I doubt it's that.
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  14. #54
    Quote Originally Posted by Genele View Post
    We had to make the item nodrop because the price had been increased. So to prevent a lot of money being generated in to the economy, the easiest solution was to make it nodrop. That way people wouldn't be able to farm these items before the patch to make money off of them. Also the ancient novictum refiner is used for pocket-boss tradeskills. Froob characters cannot kill these pocket-bosses.

    If this is a huge issue, we can add the item in a store on RK.

    Sorry for the inconvenience this have caused.
    Quote Originally Posted by Demoder View Post
    There's apparently also a "easy quest" to obtain the item.
    I am not sure where or who is the source for the comment that there is an 'easy quest' to get a novictum refiner ...

    The only quest I found was the Scientist quest-line in Scheol. That quest is way beyond NOT EASY!! I just did it in a team with lvl 115ish toons. It took us 5 hours just to go thru the quest far enough to get the novictum refiner and we needed outside help for the Voidlings ... that is rediculous. Having the refiner in shops for 18m is also not a good alternative.

    If the refiners are going to stay a Nodrop Quest Item then there needs to be a short quest either in Nanscence or Ely to get the refiner. After all it is required for pb's found in all SL playfields and for the key quests beginning with Scheol.

    No way am I ever doing the Scheol quest again ...

    Colrain

  15. #55
    note the ", i think it was sarcasm
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  16. #56
    Actually, the exact quote is "Ancient Novictum Refiner can now be bought from the Yutto Tools vendors. It is pricey when purchased directly from the Yuttos but may also be obtained for free from a short quest." - Taken from the 18.4.8 Patch Notes.

    I still don't know what quest they're refering to, though. Anyone checked if the yuttos have new dialog options?
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  17. #57
    ^^ I think the definition of short here falls adequately in line with how the developers generally perceive time with their schedule. Soon
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  18. #58
    So we get answers on some misc thing about how increased purchase price means increase sale price - but we get nothing on the actually important questions like why was it messed with in the first place?
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  19. #59
    I tried talking with the Yuttos for the 'short quest' but no luck ...

    If there is a new quest somewhere that is in fact 'short' I have not found it ...

    Colrain

  20. #60
    Quote Originally Posted by Colrain View Post
    I tried talking with the Yuttos for the 'short quest' but no luck ...

    If there is a new quest somewhere that is in fact 'short' I have not found it ...

    Colrain
    Well if the Dev's have their "220 only" glasses on (like it seems they nowadays always have), the Scheol quest is pretty short to the point where you get the tool. That is, if you are 220 and you know the quest by memory after doing it several times on other alts. So with those exceptions it is relatively "short".

    However i still don't see ANY sense or intelligence behind this idiotic change. It was fine before. Charging multiple millions for a tool that is REQUIRED to play the game (unless you buy all your stuff, and creds) is stupid. Plain and simple. And you need symbiants (or atleast the head symb) before you get to scheol. And there's pocket bosses even in nascense. How is a low level toon, doing the nasc pockets going to get the millions of credits for the tool? They certainly can't do the scheol quest for it.

    Or are we missing some new quest that is in nascense and is actually a short quest?
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    Quote Originally Posted by SoapTarder View Post
    its funny how AO requires so much grinding and effort to make any progress, both ingame and in Development

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