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#1
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Quote:
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#2
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That is why they have the charges in the first place so they are not unlimited and probably didn't realize they would be sold and bought back like that as they didn't realize people would kite. | |||
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#3
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The way items recharged in classic WAS A BUG.
In a world where different item instances with the same ID are identical, merchants can keep track of their inventories with just IDs. In Everquest, items are ALMOST identical. There is no item durability, enchantment, augmentation, or other mechanics which can differentiate one Shield of the Slain Unicorn from another. The only exception is charged items. Either charged items were added after merchants and the merchant code was never updated, or the merchant code was broken when it was written. For better or worse, Everquest went live with a ton of bugs. Those unintended features were part of what made the game appealing for many of us. Item recharging was classic, so one of the following is true: A) Item recharging through merchants was one of the hundreds of unintentional features in EQ1. OR B) They wanted items to be rechargeable AND the way they wanted players to recharge them was by having multiple copies of the item, one of which was charged, and the rest of which were not charged, then to find a merchant which has room for player-sold items, then sell the charged item to the vendor, then sell all the uncharged items to the vendor, then buy back all of the items, and if another player buys it while you are using the vendor then they now own your items, and if you want to recharge multiple lore items you need one character per item you are trying to recharge, plus one to hold the charged version. Obviously, A) is true. People arguing for B) (i.e. Samoht) are either trolling or really, really stupid.
__________________
[60 Warder] Kline (Wood Elf) <Bregan D'Aerth>
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#4
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You have no proof. I can prove that recharging was classic. Calling people names doesn't make you any more wrong or right, whatever the case may be. | |||
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Last edited by Samoht; 11-08-2011 at 10:20 PM..
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#5
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Ok check this out. This is in no way proof at all btw.
This is a quote from the safehouse forums in 2003 talking about the recharge nerf. "It's still a fix if they had come out and plainly stated that it was an exploit, which they did. The fact it took them this long to actually code a fix doesn't justify it's use. They said it was wrong plain and simple. They came out and said that plain as day over 2 years ago, so if you were still using it, then you were knowingly exploiting it. It would make you in fact a cheater, not someone using a 'feature'." In this thread people asked him for the quote from SoE that said it was a bug or exploit, he never made another post after this ( which means nothing ) Either he is right, or wrong who knows. We need people to search google, etc and see if they can find anything showing SoE or VI saying its a bug and not intended. Im searching myself as well. Not that something like this needs a quote from sony, its pretty obvious to anyone thats NOT Samoht =) Its an unintended BUG | ||
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Last edited by Brinkman; 11-08-2011 at 10:47 PM..
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#6
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Yes it is obvious that they notice/knew about recharging items and its ability to be exploited and that is why they adjusted/upped the buyback cost of certain items - yet they never made the items buyback 9999999, instead they left many of them around 10k-ish for example.
Unless i am wrong and the price-hike of buybacks didn't happen until after classic-velious era, my vote would be to keep in recharging since it was addressed but never "fixed" in the sense that they made it not rechargeable/99999+ buyback. Having said that i would still hike up the buyback cost of many items to much higher than live had, to accommodate the P99 economy. A little off topic here but as for experience penalties, whether or not they were deemed not needed and removed later on in the game, it is still of my opinion that this server is to recreate the nostalgia of the classic experience - particularly all of the pain in the ass that EQ was and penalties should stay in. Pretty sure (though i could be entirely wrong) the idea came from old D&D of hybrids having penalties for the ability of doing things from 2 different classes... Maybe it didn't quite work out in theory though (especially for the ranger's case, haha) | ||
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Last edited by Sarkhan; 11-09-2011 at 12:00 AM..
Reason: made easier to read
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#7
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Let's play this game your way from now on: It's against common sense to take out item recharging on this server since it was clearly classic. Anybody who says otherwise doesn't have any common sense. We can play it Hamahakki's way, too: Anybody who thinks unclassic changes need to be applied to this server is just trolling and stupid, really stupid. | |||
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Last edited by Samoht; 11-09-2011 at 12:03 AM..
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#8
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dammit samoht, you posted 2 mins after me now people will only see your recent post and never read mine! :-P
hehe | ||
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Last edited by Sarkhan; 11-09-2011 at 12:06 AM..
Reason: felt like it
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#9
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There are so many instances of classic features purposely removed for the sake of balance. The devs are already picking and choosing which features contribute to the classic experience and which are too OP to allow. Any argument about keeping things classic forgets this fact.
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#10
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"if you fix one thing before its time, you set the precedent of fixing other things before their time"
So you are saying they should have left in bugs that allowed you to lvl insanely fast and to make crazy plat sitting in a town? This is the same type of bug. You trying to compare and even latch on exp penalties to these above things is a joke, and an insult. I suppose even a child could push a square toy through a circle hole. That doesnt make the square a circle. | ||
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