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Problems selling at the bizarre

Hi, I'm having problems selling items I have picked up off dead enemies. Whenever I take them to the bizarre the merchants refuse to buy them saying they do not buy stolen goods. Am I doing something wrong? If not does anyone know where I can sell these items?

Anders.

There are 2 ways. You go here and make a public notice, or you launch NWN, log into your account, join the EfU server, and find a PC that wants to buy your stuff.

In short, there's a reason for marking stuff stolen: it's not supposed to be sold to NPCs. :)

To elaborate, whenever an item is sold to a merchant, the buy-back price is often way too high for another person to afford, and the item will disappear from the merchant's inventory upon a server reset. Since some items (basically all magical items but the ones found on the most often run quests) are deemed too special to disappear from the server (often, there are only a couple of each particular item around), they are marked as stolen to prevent this.

It's an unspoken rule among many that you should try to sell rare items (magical equipment, but also things like high-level spell scrolls) to other players, getting gold -and- keeping the item in use, instead of getting gold, and making the item disappear. But don't worry too much about it, since most of the items that aren't supposed to be sold, can't be anyway.

I'll add, that many items you'll find with minor enchantments on them will have charges. Once you use all the charges the item is gone. Not being able to sell these items makes for more business btween players in a few ways. Like stated above, you can trry to sell them to other players. The other is that having these items helps you expiriment a little. You might have an item that does nothing for you, and you cant seem to sell it. Well you may be on a quest where someone else can benefit from it. It's a nice way to encourage interacting. So you can give back a little more. Now, maybe, a fighter can do something for a wizard who buffed the hell out of him during a quest. Or maybe you have no rogue on a quest, and cany get past a trapped area. Use one of the simple summoning items you might have found. My favorite however is using these items for info. Kobolds love shiny knick knacks. It might not even be nearly as valuable as the info you seek, but It'll work because its shiny. The DMs want to encourage our creativity.

The whole NPC/PC merchant thing remains something of a problem for me. I dont know if its cos I live in the antipodes, but I rarely see PC merchants, and when I do they never want to buy stuff that weighs anything. This means I often see piles of loot sitting around (I try to bin all my excess magic items so that they dont slow the server down). Since magic items are pretty common, and many of the pieces of loot are useful only to a specific class/build, its hurts me to watch so much loot go to waste. I am often in parties where at loot division time, a scroll of virtue gets taken before the warhammer with a light to medium enchantment, since the effort of carrying the hammer, and trying to sell it in the Rock, is worth less than the 7 coin for the scroll. Now Im no killer of PC's (not lack of desire, lack of talent mind you), but the thought of carrying around someone elses 100 pounds of weight to try and sell it, well *shudders* that would be a nightmare.

The prices that NWN calculates for almost all of our customized ambient loot items are off by multiple orders of magnitude. Having NPCs who buy them, at any rate, would be extremely problematic.

Yes it's also extremely problematic to craft these armors with many skill boosts, with 225 gp minimum to change one part. (with a high chance of failure)

Not sure if anything can be done about that, maybe those armors should only be reshaped by characters with craft armor skill points.

Armorcrafting will be removed entirely shortly, and replaced with a different system (as has been mentioned before).

Sorry arkov, so much goes on and is in the queue I forget whats been done, is being done, what's on the list to be done, whats not being done ;)

We love it all.. whatever you do :D

I am often in parties where at loot division time, a scroll of virtue gets taken before the warhammer with a light to medium enchantment, since the effort of carrying the hammer, and trying to sell it in the Rock, is worth less than the 7 coin for the scroll. Now Im no killer of PC's (not lack of desire, lack of talent mind you), but the thought of carrying around someone elses 100 pounds of weight to try and sell it, well *shudders* that would be a nightmare.

Well, there is some loot (particularly the heavy stuff) that can be sold. Basically I check the toolset price, and if it's reasonable (and the item is heavy), then I let it be sold. So, for instance I think some of the weapons that give very minor enhancements can be sold to merchants.

And, in terms of killing other players, I think your point really just argues for our system. I don't think it's bad that it's not hugely advantageous to kill for the dry-looting alone, the idea is that killing will be for plot or character reasons.

However, perhaps we should put up a storage barrel outside the Rock or somewhere where people can easily put loot that will be available for newbies. I'd be a bit concerned about item transfering, but maybe it's worth considering.

I could really see the idea having some merits. If high-level PCs with good gear dont want to use/sell something they have, they trash it. Then it disappears!

If a container was made persistant (er, is that the right word?) then the items could be picked up by newer characters, and put to use.

I want to say that I saw a post or two about persistant storage for stuff that players wanted to keep but didn't want to have in their pack with them all the time.

Someone made the arguement once that it doesn't make sense for a character to carry around their whole lifes possessions around with them at all times.

And I agree with Howland that having a barrel outside the inns might lead to a lot of item swapping between characters, I suppose that if you put something in that barrel, I suppose that you run the risk of another player coming along and taking it before you can log back in.

Still I think there should be a special merchant that remains persistant athat we can 'donate' these items to. Like a charity house or something. Players who are new or have lost all their equipment can go there and check out the selection of stuff. To prevent full looting of this merchant, maybe make all items cost 100-200 coins - like a flat rate, regardless of item type. Including potions, armors and all those weird items that we get like 'ear charms'. :D

/me completely overlooked the item swapping potential thing because he is stupid.

I don't like this idea now. :shock:

Maybe you could store some sort of server time + random amount as local variable on the item.

If an item has been deposited in there, it's not available till that timer is past.

That would mean it would be very hard for people to "twink" the items not knowing when the item will be grabable.

When it's not grabbable it could report that it's "Stuck" in the bin or "covered in slime, I'm not touching that!" or simply not come up in the item list till that timer has gone past it's value.

[quote="Howland"]

However, perhaps we should put up a storage barrel outside the Rock or somewhere where people can easily put loot that will be available for newbies. I'd be a bit concerned about item transfering, but maybe it's worth considering.

You mean the barrel by Sergeant Delrome? I know I've dropped stuff in there, and I've dropped stuff in the mortuary junk barrels too. I like to think of the smile on a recently dead respawning player who finds a small collection of neat items waiting for him.

There was a server I played on once that had something just like that, but on top of it they also only allowed each player to take 3 items from the chest. You could put in as much as you want but only take out 3. I also believe after a certain level you couldn't take any out.

Might be something to look into here, who knows :)

sounds interesting, but would it effect the ecomony of PC merchants?

Hm! This is an intriguing idea, and although there are several notable issues (item transfering being one) I am going to investigate an implementation that could work around the issues involved. Details on the Suggestions forum shortly.