Vendors paying peanuts for GM weps?

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poogoblin
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Joined: Sat Jun 27, 2009 11:05 pm

Vendors paying peanuts for GM weps?

Post by poogoblin »

I've looked at some past posts and saw that people were selling player mad kats to vendors then buying helms and smelting those for a higher return rate on ingots.

http://wiki.uosecondage.com/index.php?t ... 09/22/1999
patch wrote:I'm guessing that's why the change was made, I am curious why we didn't just make vendor material smelt 1 ingots.

Sept. 22nd Publish Sep 22 1999 4:27PM CST

The following features and fixes were included in the Sept. 22nd publish:

Smelting

* Armor and weapons can be smelted back into ingots.
* Items you wish to smelt must be in your back-pack.
* Smelting will be tied to the mining skill. The higher your skill in mining, the more ingots you will get back.
* The more wear and tear on an item, the less ingots it will return.
* Items purchased from an NPC will yield only one ingot when smelted.
Was this patch missed or to do this instead would it have been a coding nightmare?

Along the same lines is a gold cycle the reason bolts of cloth are 120gp instead of 50gp?

Thanks for all the hard work Derrick.

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Derrick
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Re: Vendors paying peanuts for GM weps?

Post by Derrick »

Store bought items do only return one ingot. But this has only been in place for 5 or 6 months.

All the vendor prices were taken from statics or the demo. I'll have to check the bolts of cloth.
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poogoblin
Posts: 544
Joined: Sat Jun 27, 2009 11:05 pm

Re: Vendors paying peanuts for GM weps?

Post by poogoblin »

Derrick wrote:Store bought items do only return one ingot. But this has only been in place for 5 or 6 months.

All the vendor prices were taken from statics or the demo. I'll have to check the bolts of cloth.
Ok wasn't 100% sure on the GM weapon prices, it just seemed low.

Here's the Cloth patch (although I'm not exactly sure what the word "around" means)
patch wrote: Ultima Online Patch Notes for 02/27/1998

* The harm spell (including on wands) will no longer ignore armor.
* A fix for timewarps has been put in place.
* Stats gained or lost from timewarps will return to their normal state.
* There are some changes to the raw materials of tailoring that go along with their new stackable nature:
o A bolt of cloth will be 50 yards of cloth, cost around 50gp, and weigh 5 stones.
o Folded cloth, cut cloth, etc, will now be one yard, cost around 1gp, and weigh 1/10th of a stone.
o Both are stackable.
o When tailoring on a bolt, any remaining yardage will be changed into a stack of folded cloth yards. An example: Tailor Joe makes a shirt that requires 8 cloth from a stack of 5 bolts. It will deduct the 8 from the 50 yards from one bolt. That remaining 42 yard will then be converted into cut cloth (ie. a stack of 42 yards of cut cloth). That will leave tailor Joe with 4 full bolts and a stack of cloth (42 yards).


Also if you take a look at the rate of return it looks like it assumes 1 piece of cloth=1gp (a fancy dress takes 12 cloth to make, it sells for 12 gp and the rate of return on this is 1.00. Skull cap takes 2 cloth to make sells for 6gp and has a return of 3.00). This would make sense if 1 bolt (50cloth) cost 50gp.

http://web.archive.org/web/199901250924 ... atics.com/

(go to the tailoring skill section if it doesn't go straight to it)


With leather not being meddable the price of bolts:fancy shirt ratio was one of the few ways a tailor could make a buck.

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