Talk:Invasion Tokens

Item:ize?
They aren't materials used in crafting recipes, they are tradable (a word originally used in an exchange of items or services, without the involvement of a 3rd party's "middle-man common trading currency" sucking up both transactors with a parasite called "interest")... Thus indeed they're items. Considering your question, what could be lacking though is at least some background over these : are they works of Art, anthropological artifacts, etc., and why are they so prized, what's their history? Can they be considered as of common knowledge/historical-cultural asset or are they of personal/emotional matters? It's unfortunate that the quests are so poorly designed in this regard, there's a huge potential which has been overlooked, and could make things much more interesting in terms of RPG paradigms.

''Side note, on the far, far side of this page -- Most "RPG" involved in DDO seems to be one of a transactional Cyborg : hack and smash and get pp or items or feats and spells so as to hack and smash more into getting better objects and richer for hacking and smashing into more piles of uber weapons and armor so as to hack and... This is enforced by an utterly deterministic engine in the calculations of feats/abilities/enchantments up to the actual kill (or death): individual talent and practice doesn't make perfect, it's transacting for the proper numbers via some items which does (like if there's some unrealistic communist paradigm). Of course this is in perfect "synchronicity" with the DDO online store, which essentially targets Turbine's revenues optimization over enriching RPG experiences. Up to the point of creating a weird, one track minded (poor) and socially aggravating Multi-user environment - I laughed so much when I read in forums the expression "for the sake of the Game Economy", it's so cynical by itself (while it's actually a simulation of a world governed by totalitarian oligarchic bankers and corrupted communitarianism, the only "free electrons" being the mercenaries - the gamers -, and all sorts of thugs and monsters but which the mercenaries must destroy so as to get rich for better hack and smash leading to even more richness and "advancements" into new areas allowing for more hack and smash into gold and items which will be useful in Epic mode where the spoils are even greater... A commercial mouse-wheel trap to get us all, that's the freekin' idiotic pseudo "law" of a God money RPG! LMAO)... But it's still a fun game, one just has to pay attention in regards to his wallet, by getting knowledgeable about the game before hand. Or else, invariably throw real money out the window while it would be like a gambling game for advancing, far from any RPG paradigm - the game even lures you into throwing your wallet out while manipulating the emotional fact that you just died in a quest - like any crook would do); but most importantly, one must have a real life with real opportunities for socializing, instead of developing such emotional responses in this twisted environment - bad for kids''
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 * I realize they are items, but they are what we might call Collectables, and I'm not sure that collectables (or ingredients or gems) should be on item pages... That is what the question here is, should "bag-able" things be on pages in the Item: namespace? ShoeMaker (Contributions • Message) 13:57, August 2, 2014 (EDT)