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A potentially great idea from SOE

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  • A potentially great idea from SOE

    I've been mulilng over a few things (particularly the new fletched NO RENT ranger bow with the huge bane damage: see here ) and realised something potentially quite smart may have been implemented here.

    EQ2 has tradeskillers as a playable class. The economy will be directly proportional to how attractive this class will be to the players. So far, tradeskillers (well, serious tradeskillers) have been pretty few comparatively on each server. Tradeskilling is also a decent plat sink (not going to get into the involvement of plat sellers. Just not worth it anymore)

    So how can you make the players, with gear already better than most tradeskilled items, want to start serious tradeskilling.
    First, implement a user friendly UI - done. Will it help? I think so, but not a huge amount.
    Second, implement UBER (/em sudders at actually using that term) tradeskill items. But wait, they have a finite market, and everyone is complaining about the RAID requirement to get/farm extremely rare components. Can't make 'em happy that way.

    Now let's look at the new bow. Components that are rare, but reasonably attainable, combined, make a SWEET weapon, and it is NO RENT! Not only does this make the item desirable enough to skill up fletching to make it, it increases the desired play time so that the user doesn't lose his bow. And the longer people stay online playing EQ, the happier SOE is.

    This could be a great idea. High end, NO RENT itmes with a high triv rate. Yes, it's no-drop ATM so there is no market to make/sell them. But it's still a great reason to raise the skill to triv. Now picture them dropable/tradeable, and implement smithed items, tailored items, etc., with the same attributes. The market for Tradeskillers increases substantially due to the constant need to replenish these items to the market. Now that is something I'd love to see.

    Any thoughts?

    Once Taytm Brokenarrow
    43 Ranger of Tunare
    Terris Thule

    Still lurking


  • #2
    High End no rent Uber TS items is the most ridiculous thing Ive heard of.

    Wait let me take that back, I mean yet another ridiculous thing I have heard of in an endless list of stuff...

    Timper Tantrum - Fallen Alliance


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    • #3
      Aged items

      I am pretty sure that I read about items in EQ2 aging and breaking. In otherwords, you will use up items. This will create a perpetual need for most items and tradeskillers. The whole economy will have a much different dynamic than EQ.

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      • #4
        Items againg and breaking?

        Isn't that UO used?

        All it meant, was that uber rare items never got used, cos no body could risk using them, so instead of using the weps, people just used them like currency.

        My Magelo
        Grandmistress Baker of Antonius Bayle, And owner of the Grandmasters Spoon

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        • #5
          Not only does this make the item desirable enough to skill up fletching to make it, it increases the desired play time so that the user doesn't lose his bow
          Hmmm... Folks have found a way around the no rent tag, get killed and get rezed, but leave the bow on your corpse. When you log back in, it's still there. Granted that's a huge PITA, but folks are willing to do it if the no rent item in question is worth it.

          Sorry for the little de-rail

          I really don't like the idea of items wearing out or breaking, take a fishing pole for example. Granted I've got the Fishermans Companion, but I still make an audible "GRRRR" when ever one of those summoned poles break...

          250 in brewing with a trophy! All other trade skills? /sigh don't ask.
          Magelo to see my junk.

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          • #6
            i beleive items in eq2 are damaged on death. not use. reason? i think morrguard said something about it being really annoying to have to go back to town every few (time passes) to fix it and getting the group together to have someone run off to fix something. now its part of the death penalty. still have uber items that are indestructible though.

            Maker of Picnics.
            Cooker of things best left unidentified.
            "Grimrose points to the sky. Look! Up in the sky, it's a bird, no, a plane, no it's Picnic-Man. It's Emiamn, a mild mannered tradeskiller by day but daring handsome crime fighter at night. Spreading peace and joy to norrath with his mighty Picnics!"

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            • #7
              My take on this is that, to the extent there were any high-level rangers left who were not GM fletchers, that will end.

              So of you are a non-ranger or a non-uber ranger who wanted to sell fletched items to rangers, you should assume they will be able to make it themselves.


              People talk about the Aid Grimmel quest (which I really don't know much about) in the same way. Anything that requires an uber to have a certain level of skill to do, and cannot be outsourced to a tradeskiller, will simply result in more uber power-skilling.


              From a personal point of view, if I were ever going to be powerful enough to use a bow like that, it sure would be a pain to have to gather up ingredients every time I wanted to use the bow, only to have RL interfere have to choose b/w a long AFK or starting the process again. "Fortunately," I strongly doubt I'll ever be in position to worry about that bow.
              Andyhre playing Guiscard, 78th-level Ranger, E`ci (Tunare)
              Master Artisan (2100 Club), Wielder of the Fully Functional Artisan's Charm, Proud carrier of the 8th shawl


              with occasion to call upon Gnomedeguerre, 16th-level Wizard, Master Tinker, E`ci (Tunare)


              and in shouting range of Vassl Ofguiscard, 73rd-level Enchanter, GM Jewelcrafter, E`ci (Tunare)

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              • #8
                Re: A potentially great idea from SOE

                Originally posted by Nepper
                And the longer people stay online playing EQ, the happier SOE is.
                Not quite true, what keeps SoE happy is continued subscriptions. They would prefer to keep as few online as possible to increase performance.

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                • #9
                  Hehe the ideal scenario for a MMORPG company is having thousands and thousands of subscriptions paid for and not a single person actually online driving up bandwidth costs.

                  So like stated above, Subscriptions, not online time drives SOE>
                  Gherig McComas
                  Coyote Moon
                  Test Server

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