Promp with yes or no before buying or selling. Small buttons big mistakes

Trajikhero

New member
Joined
20/06/2016
Messages
8
The reason why I say I support the buyback method and I'm totally down for the lock item feature but looking at it from a new players perspective since this is a newish game what if u thought some thing wasn't going be useful like a certain. 2 hander because u r playing a rogue or what have you and then u find oh I can get a fighter companion that 2 hander would have been great for but now I got to buy it again at a higher price than beating the snot out of a mob or a boss exclusive item you cant get anymore just small things like that
 

GauzeB

Active member
Joined
04/04/2016
Messages
101
I agree with some form of that, such as the demonic skull being unique but sellable. I dunno if it was planned for crafting or the quest, but I prolly just cleared my bag and ditched it. The problem is that this is still beta and whether something is gonna be for a quest or not isn't decided yet. It's a hard thing to be fair on cuz you can't just let anyone do anything and make up for it later, but caution would be nice. I like the yes or no option on any completely unique item, not the tough to get ones.
 

Board Troll

Well-known member
Joined
12/04/2016
Messages
525
Buyback would probably require much more coding and be far more time intensive to develop than a simple lock mechanism.

Currently, some items are not able to be sold, so adding a button to use a function which already exists is probably far easier that developing something which does not.

I'd rather see more content and items and quests than developing an upgraded merchant at this point.

The locking mechanism should be sufficient until after 1.0
 

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