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Rejected Item Recycling & Exchange System for Upgrade Materials

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Tweh

New member
Dear Community,

I would like to propose a new system to address a growing issue in our game: the over-accumulation of low-level upgrade materials. Currently, many items like Book of Curses+ and similar drops are piling up in our inventories and storages with no meaningful way to use them once we pass a certain level.

The Problem​

There is a massive surplus of specific upgrade materials in the game’s economy. Since these items are only used for specific upgrades, they eventually become "dead weight." This leads to market inflation for some items while others become completely worthless and ignored by players.

The Proposal: The Material Exchange System​

I suggest implementing an Exchange NPC or a dedicated system that allows players to trade their surplus materials for valuable rewards.

How it would work (Example): Players can collect a specific amount of a common material and trade it for a useful chest or consumable. For instance:

  • Trade 25x Book of Curses+ → 1x [Mid-Tier Reward Chest]
  • Trade 50x Orc Tooth+ → 1x [Special Upgrade Box]

Why this system is necessary:​

  1. Economic Balance: It creates a "sink" for over-abundant items, ensuring they always have a minimum market value.
  2. Revitalizing Low-Level Maps: Higher-level players will have a reason to visit lower-level areas or trade with new players, keeping the entire world active.
  3. Inventory Management: It gives players a productive way to clear out their storage while earning something useful in return.
  4. Continuous Progression: Even if a player doesn't need a specific material for their current gear, every drop stays valuable because it contributes to a larger reward.
Question to the Community: Do you think this would help stabilize the market? And to the Devs, could we see a "Recycling" mechanic to turn our surplus loot into exciting rewards?
 

IDemonI

Well-known member
What is it with gpt and its need to make high level interact with low levels? The game stages should be more clearly defined, not worse, and imho, high level (90+) should be fully autonomous, like 0 interraction for anything needed at their level stage, besides some upgrades and event stuff, gloves xp rings etc, other than that, nothing. If it were for high level players to be able to craft something with low level upgrade items, unless the craft is insanely hard, some of them would actually make low level accounts and make low level players experience miserable.
 
Last edited:

Essence

Administrator
Staff member
Hi,

Thank you for your suggestion. We've decided not to move forward with it.

Warm wishes,
Essence.
 
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