UO had a horribly buggy launch and I was too caught up playing competitive Quake CTF with friends to start playing UO. I also skipped EQ for game design and laughable graphics reasons. I'm sure I missed something special wtih UO after it matured, but the full loot rules probably would have driven me insane. Can't imagine paying a monthly fee for that.
Full loot goes both ways and has a way of dramatically stimulating the economy and resulting in a risk and reward environment like no other game mechanic. It's also fairly realistic, when you die your body should fall to the ground along with any carried possesions, and you should expect to lose something in death. It wouldn't work in games which are so item dependant, but when UO was full loot, items were fairly easy to replace and there was only very limited uber gear which hardly anyone risked using anyway. Most used gear crafted by other players.
So, you can't imagine paying a monthly fee for a game which is actually competitive?
UO had a horribly buggy launch and I was too caught up playing competitive Quake CTF with friends to start playing UO. I also skipped EQ for game design and laughable graphics reasons. I'm sure I missed something special wtih UO after it matured, but the full loot rules probably would have driven me insane. Can't imagine paying a monthly fee for that.
Full loot goes both ways and has a way of dramatically stimulating the economy and resulting in a risk and reward environment like no other game mechanic. It's also fairly realistic, when you die your body should fall to the ground along with any carried possesions, and you should expect to lose something in death. It wouldn't work in games which are so item dependant, but when UO was full loot, items were fairly easy to replace and there was only very limited uber gear which hardly anyone risked using anyway. Most used gear crafted by other players.
So, you can't imagine paying a monthly fee for a game which is actually competitive?
How exactly does this stimulate an economy?
I remember in EQ I paid a guy to kill some troll so I could get his breastplate, but that was a one to one exchange, well one to one to one if you count the troll that got smoked.
I don't see how that would stimulate an entire economy...
That Guild Wars 2 login screen knocked up my wife. Must be the second coming!
Full loot goes both ways and has a way of dramatically stimulating the economy and resulting in a risk and reward environment like no other game mechanic....
How exactly does this stimulate an economy?
In a FFA PvP environment, anyone can be attacked at any time. Anything lost by one player must be replaced. Since most players used player-crafted equpiment and items (Because they were generally superior to what can be bought off NPC's, and really hard-to-find stuff was rarely brought into the field unless you knew it was safe to do so), other players were needed to provide for what was lost. It was an excellent cycle of supply and demand.. Until AoS (Or rather, AoE - Age of Excel) and item insurance completely destroyed it.
Not only that, but with full loot all gear drops to the ground. So, even when someone is killed by NPCs they will stand to lose gold and equipment if they cannot return and loot their own body. This really keeps inflation under control and also stimulates the player economy and crafting as gear must be replaced even in PVM.
Comments
Full loot goes both ways and has a way of dramatically stimulating the economy and resulting in a risk and reward environment like no other game mechanic. It's also fairly realistic, when you die your body should fall to the ground along with any carried possesions, and you should expect to lose something in death. It wouldn't work in games which are so item dependant, but when UO was full loot, items were fairly easy to replace and there was only very limited uber gear which hardly anyone risked using anyway. Most used gear crafted by other players.
So, you can't imagine paying a monthly fee for a game which is actually competitive?
How exactly does this stimulate an economy?
I remember in EQ I paid a guy to kill some troll so I could get his breastplate, but that was a one to one exchange, well one to one to one if you count the troll that got smoked.
I don't see how that would stimulate an entire economy...
That Guild Wars 2 login screen knocked up my wife. Must be the second coming!
because it's €A?
"Happiness is not a destination. It is a method of life."
-------------------------------
In a FFA PvP environment, anyone can be attacked at any time. Anything lost by one player must be replaced. Since most players used player-crafted equpiment and items (Because they were generally superior to what can be bought off NPC's, and really hard-to-find stuff was rarely brought into the field unless you knew it was safe to do so), other players were needed to provide for what was lost. It was an excellent cycle of supply and demand.. Until AoS (Or rather, AoE - Age of Excel) and item insurance completely destroyed it.
Exactly.
Not only that, but with full loot all gear drops to the ground. So, even when someone is killed by NPCs they will stand to lose gold and equipment if they cannot return and loot their own body. This really keeps inflation under control and also stimulates the player economy and crafting as gear must be replaced even in PVM.