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 Pot Vendor/vault/Smith/Poison Vendor at the Portal Keeps

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Carden



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PostSubject: Pot Vendor/vault/Smith/Poison Vendor at the Portal Keeps   Fri Apr 06, 2012 1:57 pm

Simple enough:

Please consider adding a pot vendor, vault, and smith at the portal keeps AND Center Keep. I leave Thid when i need to buy pot or mule stuff. Today I had my ass kicked for sooo long and sooooo severly that my stuff went from 100 durability to 92, and I had to run to my Lurikeen Homeland of Ardee to find a smith. To boot, no one had any idea wtf the smith even was, and I was giving away soul crystals to anyone who could tell me. Took 30 minutes.

Thats 30 minutes where the rest of you did not get my rps or the chance to zerg me and go crazy in /b, or to get killed or zerged...it unnecesarily takes the endgame players out of the endgame and mandates their time to be consumed doing unecessarily menial tasks while eroding a steady flow of battles and exchange of rps/bounty and insults.

A few of the right merchants in the CK and PKs would keep things flowing and decrease endgame players from losing interest.

Please trust me when I assure all of you that these merchants if made avaialble in Thid would NOT detract from pve. People here share a sickening addiction to making new characters and powerleveing new players, and stymi'ing that compulsion for further pve would be almost as improbable as you and I becoming friends.

~Buddy Carde
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PostSubject: Re: Pot Vendor/vault/Smith/Poison Vendor at the Portal Keeps   Fri Apr 06, 2012 2:11 pm

PK isnt a setup area.
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Carden



Posts : 57
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Join date : 2012-03-24

PostSubject: Re: Pot Vendor/vault/Smith/Poison Vendor at the Portal Keeps   Fri Apr 06, 2012 2:29 pm


The pk has a healer?

The absence of these vendors seems capricious and abitrary, oriented towards slowing the server rather than fostering action. You can as easily beam the vendors on top of the CK or under water, where no coding issues are present to make the task a scripting nightmare.

What I gather from your one liner response is that you want "setup areas" to require us to stop, waste time elsewhere, then return to Thid, but I dont understand what value that has other than possibly eliminating player lag?

Can you at leas split the difference with us and add a poison vendor and smith, or just a vault and nothing else...simply to reduce unnecesary stagnation in a zone that has trouble being filled?

Is there a perspective that I am overlooking where making us leave the zone to mill around doing rudimentary tasks aspires to accomplish a goal or underscores a theme?
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