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?
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?
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