About keeping server online

How You plan to keep server online? What futures are you planing it integrate in this game (I mean about business)?

If it will be item mail (item shop). What items we can expect in item mail?

Is will be a big limit in game if You not will spend a lot money?
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Robotukas wrote:
How You plan to keep server online? What futures are you planing it integrate in this game (I mean about business)?

If it will be item mail (item shop). What items we can expect in item mail?

Is will be a big limit in game if You not will spend a lot money?
You should probably read the FAQ, it answers these questions. The link is over to the left, 2 steps above the link to the forums.
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Mark_GGG wrote:
"
Robotukas wrote:
How You plan to keep server online? What futures are you planing it integrate in this game (I mean about business)?

If it will be item mail (item shop). What items we can expect in item mail?

Is will be a big limit in game if You not will spend a lot money?
You should probably read the FAQ, it answers these questions. The link is over to the left, 2 steps above the link to the forums.


Vendors/Currency

We plan to enable selling items to vendors in the short term.

Our current plan is to have it work as follows: Vendors have a set of recipes of currency items that they offer for given combinations of items you put in your side of the trade. Players can try out different combinations of items to see what the vendor offers. If they find an interesting recipe, they can keep it to themselves or share it with other players. Each vendor can have different recipes based on what they specialise in.

Some example recipes (these are just made up on the spot, and are not actual ones from the testing copy):

hand in two magic (blue) items for an identification scroll
hand in a quality=20 weapon for a whetstone
hand in six rare items for a chaos sphere
bring a specific NPC a magic version of each dagger base type in return for a high-ish level currency item
These recipes allow people to offload their junk, upgrade some certain types of existing currency items, and collect sets of arbitrary items to get rewards. It’ll encourage trading (for the missing pieces of sets), and the information disparity will reward players who discover new recipes. We intend to change the recipes available at each NPC over time.

Once this is in, we’ll rebalance the currency system to take it into account.
But hard to understand now ;-). Look like I understand, that for identify item I will have to pay?
What's your native language? Perhaps someone else here can explain better in your language.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
"
Robotukas wrote:
"
Mark_GGG wrote:
"
Robotukas wrote:
How You plan to keep server online? What futures are you planing it integrate in this game (I mean about business)?

If it will be item mail (item shop). What items we can expect in item mail?

Is will be a big limit in game if You not will spend a lot money?
You should probably read the FAQ, it answers these questions. The link is over to the left, 2 steps above the link to the forums.


Vendors/Currency

We plan to enable selling items to vendors in the short term.

Our current plan is to have it work as follows: Vendors have a set of recipes of currency items that they offer for given combinations of items you put in your side of the trade. Players can try out different combinations of items to see what the vendor offers. If they find an interesting recipe, they can keep it to themselves or share it with other players. Each vendor can have different recipes based on what they specialise in.

Some example recipes (these are just made up on the spot, and are not actual ones from the testing copy):

hand in two magic (blue) items for an identification scroll
hand in a quality=20 weapon for a whetstone
hand in six rare items for a chaos sphere
bring a specific NPC a magic version of each dagger base type in return for a high-ish level currency item
These recipes allow people to offload their junk, upgrade some certain types of existing currency items, and collect sets of arbitrary items to get rewards. It’ll encourage trading (for the missing pieces of sets), and the information disparity will reward players who discover new recipes. We intend to change the recipes available at each NPC over time.

Once this is in, we’ll rebalance the currency system to take it into account.

"
Robotukas wrote:
But hard to understand now ;-). Look like I understand, that for identify item I will have to pay?

No, the section you quoted was about selling items ingame to NPCs.

The microtransation store where people spend real money on the game will NOT sell things which give an in-game advantage to paying players. It will sell things like cosmetic items, so you could for example pay us money to get a cooler-looking version of one of your spells. We will not sell things that make paying players more powerful than non-paying players, because that's unfair.
"
zeto wrote:
What's your native language? Perhaps someone else here can explain better in your language.

No please! I love Robotukas posts! And I think I know what he intends to say. I think. :D

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