
What games handle old equipment in ways other than "sell it as junk for pocket change to the vendor"?
I'm a bit fond of games that at least let you break equipment down into components.

I don't remember what it does
You can combine any two identical pieces of gear to get a stronger version. Spell cards too.rusty_shackleford wrote: ↑ September 2nd, 2025, 14:05I don't remember what it does
I feel like I made this thread already but I couldn't find it so maybe I meant to make this thread but didn't![]()


It's a cool system though it has a downside of having multiple equipment pieces of approximately the same grade for the same slot that can be upgraded. It's possible to stick for one item but you lose upgrades for others when they come up in loot.Oyster Sauce wrote: ↑ September 2nd, 2025, 14:09You can combine any two identical pieces of gear to get a stronger version. Spell cards too.
Always hate how little thought is put into economics in rpgs. If anything, you'd probably be giving most gear to the local militia.J1M wrote: ↑ September 2nd, 2025, 14:33I don't like carting around items to sell to the vendor. It also breaks immersion that a shop keeper would want everything the player is selling or have enough currency for the transaction.
The only sustainable solution is for the player to drop their unwanted arms in random places in the dungeon. If those that came before didn't do the same, there'd be nothing for the player to pick up!
From a gameist perspective, I like the idea of disenchanting unwanted magic items into a currency (magic dust) that is then used in crafting. I'm also fine with a magic item that sends your unwanted items to a shop in exchange for gold.
Ever wonder who buys all those weapons and armors you sell to Belethor? The bandits, of course!
This mod adds a chance that when you sell a weapon or armor to general goods merchants, that item may find its way into the hands of the bandits around Skyrim by chance.
This works for custom enchanted and tempered items, too! I wonder what kind of enchantments you'll sell...
GAMEPLAY
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Weapons you sell may come back to bite you, but if you're able to kill the bandits wielding them, you can cash in selling the item twice. It's like recycling, but bloodier!
In terms of immersion, this will cause the items you sell to have a chance to not simply disappear after being sold. Instead, they may find their way into the hands of bandits! The chance that a merchant 'stows' an item away is generally around 50%, which means items will filter out of existence on average after 1 or 2 sales. Rarely, you'll find an item that you've wiped the blood off of several times.
HOW IT WORKS
=~=~=~=~=~=
There is a chance for certain merchants to 'stow away' weapons and armor you sell to them. Stowed items are put into a 'possible bandit gear' chest, which is shared by bandits across Skyrim.
This applies to vanilla-enchanted and unenchanted items only (such as a Glass Sword, or the Masque of Clavicus Vile). Player-enchanted or tempered items will not have a chance to be stowed away. (See Details below)
When their cell loads into the game memory, Bandits have a chance to choose an item from the 'possible bandit gear' chest. Bandits choose according to their weapon class; fighters draw weapons & armor, mages draw staves & robes, archers draw bows & light armor.
Certain merchants are more/less likely to 'stow away' wares. Most merchants have a 50:50 chance of selling gear that ends up in the hands of bandits, but this is different for trustworthy / untrustworthy merchants. (See Merchant list below)
Fences will stow every weapon or armor sold to them and always make it available for bandits. You may use this to your advantage, to push more deadly or valuable weapons into the hands of the bandits in Skyrim.
Quantity matters, so if you sell 62 enchanted rings, and the merchant stows them away, then you will eventually find those 62 enchanted rings on bandits. When the supply is empty, they will no longer draw them.
Most bandits have around 1 in 3 chance to draw a piece of equipment from the chest. Bosses have around 8 in 10 chance. It's frequent enough to be a solid game dynamic, but not so often as to take the whole game over. You'll notice it changes how you sell your loot, and how you think of bandits.
The following item types can be trafficked by merchants: Weapons, Staffs, Armor, Clothes, Robes, Ammo, Jewelry
Please note that Crossbows will not be chosen by bandits! (The combat AI doesn't know how to fire them.)
It may encourage destroying or dumping equipment as Skyrim's economy is broken anyway. It can be an interesting idea in a solid economy though.Oyster Sauce wrote: ↑ September 2nd, 2025, 14:43Ever wonder who buys all those weapons and armors you sell to Belethor? The bandits, of course!
I would be okay with an RPG that starts with the player as a scrapper that collects arms from battlefields/monster raids. Eventually transitioning into a hero in their own right since the best scrap is probably from adventurers that went into the local dungeon and never returned...rusty_shackleford wrote: ↑ September 2nd, 2025, 14:35Always hate how little thought is put into economics in rpgs. If anything, you'd probably be giving most gear to the local militia.J1M wrote: ↑ September 2nd, 2025, 14:33I don't like carting around items to sell to the vendor. It also breaks immersion that a shop keeper would want everything the player is selling or have enough currency for the transaction.
The only sustainable solution is for the player to drop their unwanted arms in random places in the dungeon. If those that came before didn't do the same, there'd be nothing for the player to pick up!
From a gameist perspective, I like the idea of disenchanting unwanted magic items into a currency (magic dust) that is then used in crafting. I'm also fine with a magic item that sends your unwanted items to a shop in exchange for gold.
Regarding that comic specifically, RPGs need to be more interactive and recognize if you already have a special weapon, like a family heirloom or a legendary sword you found in a cave or that you embarked on a long journey to craft a magical sword. Once you have one, NPCs should recognize that and should usually not attempt to reward you with another weapon or special sword that you probably will not use.
I swear there was another RPG that does that. I know it's not Two Worlds because I haven't played that one.Oyster Sauce wrote: ↑ September 2nd, 2025, 14:09You can combine any two identical pieces of gear to get a stronger version. Spell cards too.rusty_shackleford wrote: ↑ September 2nd, 2025, 14:05I don't remember what it does
I feel like I made this thread already but I couldn't find it so maybe I meant to make this thread but didn't![]()
Two Worlds 2logincrash wrote: ↑ September 2nd, 2025, 18:30I swear there was another RPG that does that. I know it's not Two Worlds because I haven't played that one.Oyster Sauce wrote: ↑ September 2nd, 2025, 14:09You can combine any two identical pieces of gear to get a stronger version. Spell cards too.rusty_shackleford wrote: ↑ September 2nd, 2025, 14:05
I don't remember what it does
I feel like I made this thread already but I couldn't find it so maybe I meant to make this thread but didn't![]()
Haven't played that one either. I might be just misremembering and mistaking the whole thing for the Cyberpunk 2077 crafting resources upgrading system where you use 2 units of tier 4 resource to craft 1 unit of tier 3 resource.Oyster Sauce wrote: ↑ September 2nd, 2025, 18:32Two Worlds 2logincrash wrote: ↑ September 2nd, 2025, 18:30I swear there was another RPG that does that. I know it's not Two Worlds because I haven't played that one.Oyster Sauce wrote: ↑ September 2nd, 2025, 14:09
You can combine any two identical pieces of gear to get a stronger version. Spell cards too.
The Fallout 3+ repair system is similar in that you can combine two damaged weapons to make a stronger one.logincrash wrote: ↑ September 2nd, 2025, 18:39Haven't played that one either. I might be just misremembering and mistaking the whole thing for the Cyberpunk 2077 crafting resources upgrading system where you use 2 units of tier 4 resource to craft 1 unit of tier 3 resource.Oyster Sauce wrote: ↑ September 2nd, 2025, 18:32Two Worlds 2logincrash wrote: ↑ September 2nd, 2025, 18:30
I swear there was another RPG that does that. I know it's not Two Worlds because I haven't played that one.
Brave gAI search also suggested that it might be the Mystic Forge in Guild Wars 2. But I haven't played that in so long that I can't confirm either way. SWTOR had a crafting system too, but I remember even less of it than I do of GW2's.
This was a good system, so was the FO4/76 system of stripping parts off of gear to put on your gear(or combine to upgrade parts, etc.,)Oyster Sauce wrote: ↑ September 2nd, 2025, 18:41The Fallout 3+ repair system is similar in that you can combine two damaged weapons to make a stronger one.
I always liked the idea of vendors only buying specific items. Arnourers buying armour, alchemists buying ingredients etc. Yes it's a little more legwork, but it improves immersion significantly.rusty_shackleford wrote: ↑ September 3rd, 2025, 06:35I rather dislike the idea that most merchants are even interested in buying things let alone buying random junk.
Unless it's an excessively good deal, I guess.
Even then, unless it's excessively rare or being sold for a tiny percent of its value, I doubt they're interested. Especially if it's some guy in a backwater village.TKVNC wrote: ↑ September 3rd, 2025, 07:27I always liked the idea of vendors only buying specific items. Arnourers buying armour, alchemists buying ingredients etc. Yes it's a little more legwork, but it improves immersion significantly.rusty_shackleford wrote: ↑ September 3rd, 2025, 06:35I rather dislike the idea that most merchants are even interested in buying things let alone buying random junk.
Unless it's an excessively good deal, I guess.
Very true. How to counter balance it though? Less gold, I suppose.rusty_shackleford wrote: ↑ September 3rd, 2025, 07:31Even then, unless it's excessively rare or being sold for a tiny percent of its value, I doubt they're interested. Especially if it's some guy in a backwater village.TKVNC wrote: ↑ September 3rd, 2025, 07:27I always liked the idea of vendors only buying specific items. Arnourers buying armour, alchemists buying ingredients etc. Yes it's a little more legwork, but it improves immersion significantly.rusty_shackleford wrote: ↑ September 3rd, 2025, 06:35I rather dislike the idea that most merchants are even interested in buying things let alone buying random junk.
Unless it's an excessively good deal, I guess.
It works in a post apocalypse setting, but would be silly most elsewhereSerjo wrote: ↑ September 3rd, 2025, 07:34and combining items outright immersion breaking and most often gamifying.
destroy bazooka get 2 scrap metalrusty_shackleford wrote: ↑ September 2nd, 2025, 14:02
What games handle old equipment in ways other than "sell it as junk for pocket change to the vendor"?
I'm a bit fond of games that at least let you break equipment down into components.
logincrash wrote:I genuinely hope you die a painful death. The sooner you are killed, the better.
.𖥔 ݁ ˖ThulsaDoomer wrote:Please visit a scenic bridge and plummet into its pristine waters. In fact, I'm not requesting, just do it.
That was in old MUDs. You'd give your old stuff to newbies in exchange for them doing stuff. A formalization of that into a system would see players being able to issue quests in the same way as NPCs, so you'd code triggers for every possible relevant action a player could take and then allow players to post quests that newbies can accept for the reward.rusty_shackleford wrote: ↑ September 2nd, 2025, 14:33Need an rpg where you can use your old equipment as a reward for quests you send younger adventurers on![]()
An item may be relevant for certain levels or for certain builds. If it goes out of its window of relevancy then it becomes irrelevant for a player. It's hard to image a system where every item is relevant for every player at any moment.Norfleet wrote: ↑ September 3rd, 2025, 10:34Every item should be relevant, otherwise, why even bother wasting the time to create it?