Junk Vendor Daily Limit once reached prevents sale of any loot instead should sell for 1 credit per item.
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Just like credit looting of humanoid npcs only drops 1 credits. a simple way to do this would be:
[ICODE]If(dailyLimitReached){[/ICODE]
[ICODE] item.lootSaleValue = item.lootSaleValue ^ 0;[/ICODE]
[ICODE] return lootSaleValue[/ICODE]
[ICODE]}[/ICODE]anything to the exponent of Zero will return a value of 1.
This allows us to more easily empty our inventory of unwanted loot. People will still likely save the more valuable loot until daily limit resets, but for low value loot like eyes and brains and antennae and loot kit items like gong and rugs will still allow selling this loot to make better inventory management.
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Wolfmanzach, post: 3507, member: 2525 wrote:
Just like credit looting of humanoid npcs only drops 1 credits. a simple way to do this would be:
[ICODE]If(dailyLimitReached){[/ICODE]
[ICODE] item.lootSaleValue = item.lootSaleValue ^ 0;[/ICODE]
[ICODE] return lootSaleValue[/ICODE]
[ICODE]}[/ICODE]anything to the exponent of Zero will return a value of 1.
This allows us to more easily empty our inventory of unwanted loot. People will still likely save the more valuable loot until daily limit resets, but for low value loot like eyes and brains and antennae and loot kit items like gong and rugs will still allow selling this loot to make better inventory management.
That’s an interesting suggestion and I can definitely see the value in making inventory management smoother, especially when it comes to low value loot that tends to pile up. Development resources are in very high demand, and we do have a well defined roadmap for the near future, but ideas like this are always appreciated and will be kept in consideration when we review QoL improvements. Thanks for taking the time to think it through and share it!
Orton
Evolve Community Manager
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