With permadeath removed the only real benefit of KOing people is the loot that they have on them at the time. This loot can pile up and it begins to lose meaning as the world progresses.
Every world I end up with multiple cupboards of gear pieces that do basically nothing other than serving as backup gear pieces for my alts or whatever... And that's where salvaging could come in.
It would be cool to have a new skill called salvaging which could have a skill-tree similar to the metalworking or treeplanting skills. The skill would be used to retrieve some of the original item's resources while destroying the base item in the process. Buying the more expensive skills in the skilltree would return better yields from the item you choose to rip apart, but the returns would never be equal or greater than the original item's cost.
Say that I have several bronze platebodies which I've collected over time. I would like to be able to salvage materials from those items by using either my smelter or my anvil to get bronze scraps. These scraps could be resmelted to make bronze bars which would then be turned into bronze steeds, or whatever.
Leather backpacks could return 3-4 pieces of leather, as another example.
Rather than sitting on relatively useless items, let us recycle them.
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jordancoles
- Posts: 14168
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- Location: British Columbia, Canada
Salvaging
Last edited by jordancoles on Fri Jul 21, 2017 5:13 am, edited 1 time in total.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Salvaging
I think everyone likes this idea.
The highest tier of the skill tree should give a chance to yield gildings as well.
You can also sell it to nabs, though.
The highest tier of the skill tree should give a chance to yield gildings as well.
You can also sell it to nabs, though.


ass blast USA
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Salvaging
This assumes there are nabs near you to sell them to, or that there's a player-run market somewhere. It also doesn't consider the fact that some items just might not ever sell even if you do have acess to those 2 things.Massa wrote:You can also sell it to nabs, though.
Rather than dumping these items into the river it would be cool to just be able to break them down into curios or whatever you'd like to have more.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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ekzarh
- Posts: 336
- Joined: Tue Dec 20, 2011 9:42 pm
Re: Salvaging
I would be happier with return of permadeath instead 
But since they are not mutually exclusive - why not.
But Jorbtar please, dont make it one more item in flower menu! For God's sake!
I would propose new structure like 'Disassembly table' + skill tree.
Question of 'how much' remains. My personal feeling is:
random percentage of materials between 15 and 50% is ok
Random quality of initial ingredients from 80 to 95%
If items have gildings - they are broken down in the same way
But since they are not mutually exclusive - why not.
But Jorbtar please, dont make it one more item in flower menu! For God's sake!
I would propose new structure like 'Disassembly table' + skill tree.
Question of 'how much' remains. My personal feeling is:
random percentage of materials between 15 and 50% is ok
Random quality of initial ingredients from 80 to 95%
If items have gildings - they are broken down in the same way
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boreial
- Posts: 536
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- Location: Smack dab in the middle of NoWhere
Re: Salvaging
that's a plus 1 idea
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Salvaging
Would make sense.
And after we have a sink for lower quality stuff they can add decay on use for items...
And after we have a sink for lower quality stuff they can add decay on use for items...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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aikidragon
- Posts: 202
- Joined: Sun Nov 20, 2011 11:38 am
Re: Salvaging
There should also be some wounds involved while doing this and possibly a bunch of curios (hangable on the wall) or some odd trinkets (gilds) that are rarely awarded upon disassembling a bunch of items.
+1 to all ideas so far.
+1 to all ideas so far.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Salvaging
+
and no wounds involving this, why the fuck would there be wounds involving this
also no rare gildings please. If they're not useful they would be irrelevant, if they're useful people would just grind them by crafting and disassembling items
and no wounds involving this, why the fuck would there be wounds involving this
also no rare gildings please. If they're not useful they would be irrelevant, if they're useful people would just grind them by crafting and disassembling items
Jalpha wrote:I believe in my interpretation of things.
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aikidragon
- Posts: 202
- Joined: Sun Nov 20, 2011 11:38 am
Re: Salvaging
Accidents while trying to disassemble could be a thing. Nothing major. Extra reminder to wear gloves perhaps.NOOBY93 wrote:+
and no wounds involving this, why the fuck would there be wounds involving this
And regarding curios and gilds, nothing rare. Just a bunch of items for the lore, i guess.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Salvaging

epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..