Are you saying that since it doesn't prevent player from doing that and only make the whole process harder and less profitable its better to remove it? '>
It doesn't make it less profitable, unless you are absolutely counting on module builders to set their stolen goods merchants to a value you personally would like them to use.
It doesn't even solve the issue the change is supposed to address. It simply hassles the player and breaks continuity of game mechanics and breaks immersion. The player sells a plain ring and a light enchanted ring he finds on a goblin. Player learns magic version of item sells for more than non-magic version of item. He then finds another plain ring and enchants it with his own CF spell. Suddenly he can't sell it to specific merchants, but can to others. That is a breakdown of the rules of the game. From a player standpoint, had I not known about this change in the CPP, I would have considered the game bugged, with no logical reason to consider that it was an intentional game mechanic because of how fundamentally flawed it is.
Are you the kind of player that would like to do this? Just so I know where we stand, because imo, from the builders perpective there is no problem, some even makes item plot or replaces the permanent light with temporary (for duration of 9999999999.0 which makes it almost permanent but not affecting price). From a player perspective - if you want to cheat, why not give yourself 1000000GP already?
Ok, I actually have to take offense to that. I really would appreciate it if you did not outright insult me and call me a cheater because I do not agree with your opinion on this mechanic, or how you implement it as a standard within a project that is supposed to be a community patch, not a house-rules modification.
Instead of just insulting me, why don't you take a moment to consider that yes I do full well know how to use the console commands, I'm in the habit of wasting my time, and my reasons for thinking this particular change in the CPP is bad are based on thought out reasoning.
If I wanted to *cheat* and get a hundred million GP, I would damn well use the console command to get a hundred million GP, not waste my time tediously casting a spell over and over again rather than having fun playing the game, and most definitely not wasting my time arguing with someone who throws personal attacks at me without cause.
I made my stance on the topic, and I stated my reasons for it very clearly already. The spell works completely as intended. The mechanics of price mark up for special properties works completely as intended. It is not an exploit.
Buying/selling items back and forth to the same merchant when your appraise skill is extremely high is an exploit. Continual light is not. It's a game balance issue, and frankly one that should be left up to the builders and players to decide on if they want, just like any other house-rule modification.
Yes, I am the type of player who will enchant my non-magical loot with a caster character from time to time. There is absolutely no that and selling weapons or armor I crafted with crafting materials. Are you honestly going to tell me that you consider it cheating for a player to make a longsword out of crafting materials for a profit? In both instances, the character uses his skills, abilities, or resources to make money within the established rules of the game.
What. If the current method still provided relatively effortless cash production, we wouldn't have this talk I believe because its not and you don't like it. And what exploiut this method creates, I don't follow?
The exploit is in the very implementation. If the mechanics intent is to stop cash production, it does not accomplish that as there is absolutely nothing stopping the player from selling the item to a different merchant, thus completely bypassing the intent of the game mechanic in the first place.
So what's the problem then if the player can just go to a different merchant? The problem is implementing someone's personal set of house-rules as a non-optional rule-set in a module promoted as a community patch project. I understand completely that you are really the only one working on it, but if it's going to include your personal house rules, then those should be as a separate package for the players and builders to decide on using optionally, or implemented as switches to turn on and off via builder and/or player, otherwise it's not really a patch anymore in it's intent.
EDIT: Ok, I realized the potentional issue, not sure its what you meant, but in pre-existing modules without any merchant buying stolen goods it might be a problem.
That was an aspect I hadn't thought of either. IMO that's another reason to avoid the method of setting item flags. Off the top of my head I think witch'swake is just such a module. Not sure, but i don't think any of the merchants in it (there aren't many at all) are black market merchants... flagging items as stolen would really be frustrating until the player figured out that the CPP was breaking the game mechanics.