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Worried about this potential problem on Progression server...

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  • #16
    Originally posted by Rawckett
    Why would people do this? Then again, why would people want to play on this server? /boggle

    I'm excited for it because I didn't start when the game came out, and I missed most of the experiences from the beginning, such as playing on equal ground as everyone else. Playing with a full zone in the newbie areas. Actually making money from selling some of my smithed stuff (Banded Armor).

    Lots of reasonse.

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    • #17
      What people asked for was a "Classic" server. SOE can't do this without essentially creating an old version of the same game (including maintaining different clients, complete with tonnes of old bugs and exploits) - so this is their next best.

      I still think it's a monumental waste of resources and a significant diversion from getting the game RIGHT on the Live servers.

      While the problem the Original Poster describes is real, it isn't as big as he suggests; unless the forge-hogs are prepared to start dropping their produced items, or destroy them, they'll have to let go of the forge to go sell up / get more supplies every so often.
      Last edited by Gaell Stormracer; 05-10-2006, 12:27 PM.
      Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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      • #18
        The only time I've ever had to worry about waiting for someone is on the cultural forge, because there is only 1 in the game.

        Regular forges aren't that big of a deal. Go to Freeport, there are plenty of forges (not sure about NEW FP, but old one had at least 5). If one was busy, I'd just run to another one. There was never a time I couldn't find at least 1 open for use.

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        • #19
          I have had people hog containers on me for hours more than once. GM's won't do anything to help you on that.

          I would find it highly unlikely that a person would go to the trouble of trying to lock down ALL of the containers though.

          I have a feeling that no one will be be buying much trade skill items at the start but rather focus on leveling and getting better than trade items very very quickly.

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          • #20
            Originally posted by Verdandi
            ...and never had a problem with this even pre-Kunark.
            I've been playing since March '99, tradeskilling since March '99.

            While under 20, travel to other major cities was always a risky challenge.
            Hopefully, you could find someone kind enough to Soulbind you as well.

            Norrath has matured to resolve many Newbie problems associated to "Old World" travel, but I have also ran into this problem of Container Hogs, especially in the old North Freeport zone. Eventually, vendors in West and East began to restock more tradeskill related components, so having to run to East Commons or back into North Freeport for bags of unstacked clay bricks, blocks and patterns is not a current problem. Lucky us.
            I found this was one factor why friends would Hog both Gorflah's forge and the other one closer to the Bank. Funnier still, I didn't even know both the Militia and Steel Warriors had their own Forges in the back much less advertised as well as far less used. Who all remembers taking boat rides to Erudian to buy stacks of sharpen stones and ores? Smithing in Halas was even more so a challenge then those whom called Qeynos their home.

            I agree, there are certainly more Containers having been added where they once were not (like old Grobb).

            The reality of GM available support is probably similar to Legends; however, give things about 6 months just to see how much this problem occurs.

            For the first two years, I recall not having much support at all from either Guides or sensitivity by GMs for various Tradeskill issues. Many responded with indifference as if it was a minor inconvinence and they had more important things in the /petition queue to resolve.

            If The Combine, because of a limited player population, should be equally watched for general PnP problems - things will change quickly for the boxing bullies.

            One Last thought about commodities, without the expected Plane of Tranquility books being available - Druids and Wizards once again become a taxi service for income, but how does one offer /Trader or /Barter until it is unlocked?

            Could an area like the East Commons Tunnel or some corner of Qeynos Hills be declared merchant enabled?

            EverFaithful
            Last edited by Cleric Taven; 05-20-2006, 02:45 PM.
            EverFaithful

            [Luclin - Sleeper - Erollisi Marr]
            Cleric Taven

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            • #21
              Originally posted by Asolandri
              Banded mail or any other smithing stuff might be VERY HARD to make. Why? Simple. Some people may leave their character holding the forges open, so no one else can use them. There are not many forges in just the old world, so only a few people with a few accounts each could block it all off.
              I really don't expect that this will be a problem because, frankly, this isn't the sort of server that tends to attract the sort of jackass who would waste time doing something as assinine as that. Anybody that competitive is probably going to be on one of the regular servers trying to be in an uber guild. I honestly can't believe that they'd bother to fall back to this server just so they can dominate the market for banded armor during the first few months.
              Uncle Shmoozo
              "Some of you may remember me ... "

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              • #22
                I seem to recall that happening once outta many years of playing. I dont think it will that big of a problem tho.

                What I do find as a potential problem is if SOE allows character moves to the progression server. Then you have high level people with high level skills who never did one bit of progression and then they can have a final say so on prices of stuff. It should be like FV, no transfers to and from the server. Unlike FV tho, allow more then one toon.

                No biggy if they not gunna allow transfers tho.
                Cariella - Level 55 Drakkin Warrior on Tunare.

                -300 Tailoring.
                -200 Brewing
                -300 Smithing
                -200 Baking
                -200 Pottery
                -200 Fletching
                -200 Jewelcrafting
                -200 Fishing
                -224 Begging
                Aspiring to become the first 300 Drakkin Smith/Tailorer on Tunare. And succeeded
                Making GM smithed/tailored armor on Tunare for very reasonable rates on the following races, Drakkin both smithed and tailored, HIE, both smithed and tailored (only smithing 1, but salvage 3), Human, tailoring only ATM, Wood Elf, any combine, master artisan. Please contact me in game by mail or tell.

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                • #23
                  Originally posted by Devilcharm
                  What I do find as a potential problem is if SOE allows character moves to the progression server. Then you have high level people with high level skills who never did one bit of progression and then they can have a final say so on prices of stuff. It should be like FV, no transfers to and from the server. Unlike FV tho, allow more then one toon.
                  There will be no transfers to that server, it would defeat the whole purpose of the server. It will be standard, 8 character, everyone starts at level 1, etc.

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                  • #24
                    Actually I think they have limited it to single character per account on the new server...

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                    • #25
                      Name reservations are only 1 per account, but you will be allowed the normal 8 chars per account once it goes live.

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