Project 1999

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-   -   Everything should be no drop (/forums/showthread.php?t=83790)

fadetree 09-11-2012 03:17 PM

Quote:

It is loathsome arriving at a camp only to see it coveted by some farmer(s). Which explains why I played on this server for less than two months; and that was two years ago.
....

Hastley 09-11-2012 03:18 PM

Quote:

Originally Posted by Arclanz (Post 722949)
An economy is half the appeal of EQ to you. I get that. An economy based on tradeskillable items certainly appeals to me; I have no interest in buying droppable items.

It is loathsome arriving at a camp only to see it coveted by some farmer(s). Which explains why I played on this server for less than two months; and that was two years ago.

Why do you post recommendations on a server that you played for 2 months, 24 months ago? I mean im just curious shouldnt other hobbies have set in sufficiently enough now that you no longer care about whats going on in your ex-hobby?

Regards

Briscoe 09-11-2012 03:41 PM

Quote:

Originally Posted by Arclanz (Post 722949)
It is loathsome arriving at a camp only to see it coveted by some farmer(s). Which explains why I played on this server for less than two months; and that was two years ago.

This happened to me the other day. Showed up at the AC in UGuk and it was camped by two guys. Talked to them for a few minutes, they were cool dudes. Then I gated out and found a different camp to exp/make some money at. Ended up making enough money to buy Gatorscale Leggings in probably less time than they spent there. Wasn't much of a "loathsome" experience for me.

Spitty 09-11-2012 06:36 PM

Quote:

Originally Posted by Glorindale (Post 722935)
Uh...group?

What good does grouping do if all items, as the original post intoned, are nodrop?

Do Kunark-era barbarians have the ability to imbue platinum and turn it into earrings? I was totally unaware.

And yeah...Icewell Keep would become Mad Max-esque with groups of roaming scavengers. That sure sounds thrilling.

Added note for Arclanz: I was describing the economy as being half the appeal to the broader Everquest target customer base. It was a major selling point on release - not an entirely new concept, but one of the most robustly built virtual economies to date and consequently attracted a large number of players interested in exploring that part of the game.

I don't spend time 'playing the market' as many do, but it's there to occupy a player if they wanted. That works out great for me, since I come across items I don't need and can sell them quickly to a player base that enjoys profiting from a quick sell.

mwatt 09-11-2012 08:14 PM

To the OP:

Your proposed cure is far worse than the disease. Yes arriving at a camp to find it already occupied - by farmers or no - is a disappointment. However, the fix you propose sucks a lot of fun out of the game. What you propose sounds WoWish to me. Indeed WoW had a lot more no drop items. To the point that the game seemed oversimplified in yet another manner.

I like the ability to gather money (by selling items) and purchasing items that I perhaps could not get or might be a long and horrid grind to try and get. I like the ability to pass stuff along to my twinks. I like the fact that there is a vibrant economy in game.

Inexperienced, unobservant or shallow-thinking people frequently lament some of the so called negatives in EQ (e.g. camping, farming, death penalty, long travel time, etc.). However, these are not REALLY negatives, because removing them makes the game worse. WoW is mostly just that - a removal of some of the things that those developers or their suits thought were negative, with a nicer UI slapped on. This is why WoW is a worse game than EQ1. Wildly popular yes, but that mostly due to other factors, which I will not derail this thread with here.

jarshale 09-11-2012 09:25 PM

arclanz confirmed for communist

azeth 09-12-2012 07:18 AM

arclanz confirmed worst poster of 2012.

Vladesch 09-12-2012 07:41 AM

It might work if you made substantive changes to the loot system.
As the system works now you really need to be able to buy some stuff with certain classes, since otherwise you would get it far too late.
Take for example a cheap magic weapon to kill wisps, or a fine steel weapon for general killing. These would be beyond the ability of anyone to get where they would be useful.

One of the things which was a nice addition in WOW over EQ was the random loot part. After you killed enough mobs you would get so-so loot. Of course most people either had alts or tradeskills to buy better stuff at the AH, but it wasn't essential. With random loot it would make having it all nodrop possible.

Anyway, it's not my cup of tea. I rather like the idea of having a market and if anything would go the other way of having everything droppable. (as they did on the roleplaying server on live) It does make a problem with farmers, but I see the solution to that in putting key monsters in instances and possibly limiting the number of times the instance can be run if its all droppable. (Yeah I know some of you like the "competition" for spawns.)

All pretty moot really. Might as well just play a different game.

Haul 09-12-2012 08:01 AM

Interesting idea, but would make platinum trivial :(

phobus 09-12-2012 09:38 AM

Topics like this should be droppable IMO.


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