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Twinking

JustsomenoobJustsomenoob Member UncommonPosts: 880

Anyone else REALLY like this from EQ 1?  

 

Nowaday stuff all has level requirements, bound to character when equipped etc...

I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

I want to throw stuff from a high level dungeon on my level 3 alt.

 

Would really like to see this come back.

Comments

  • BBPD766BBPD766 Member UncommonPosts: 98
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

  • JustsomenoobJustsomenoob Member UncommonPosts: 880
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything.     Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people.  

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played. 

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

  • baphametbaphamet Member RarePosts: 3,311

    i remember twinking my low level monk on on the vallon zek pvp server (all you really needed was a fungi and some nice high level buffs) and wrecking all the newbs in blackburrow, good times! :D

    but i don't think they allow that again, even on the blue servers.

    sure still allow twinking but not to that extent, that is like enabling god mode for your alt.

  • BBPD766BBPD766 Member UncommonPosts: 98
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything. 

    Uh...no...it doesnt. The more items there are that can be traded and passed onto other characters,  the lower the amount of gear you need to acquire. Under the system you are suggesting, a player could get ONE set of gear and simply pass it to ALL their toons. If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time. Limiting the demand for buying gear=higher prices. Avoid the need for the gear and the price goes up cuz it's not being bought as often.

     

    Using the same example as above for having eight toons, souldbound gear would promote having to get eight independent gear sets. Since everyone needs it, the demand is more frequent (making it greater) and the market gets flooded. Then it becomes trivial; which in turn, lowers prices.

    Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Necessity creates high demand. If an item is more useful because it is usable at any level you've JUST diminished the demand; because ya only need it ONCE. *see above*

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people. 

    I wouldnt argue that  you interacted with people for that one peice of gear, but only for the one time. If you HAD to get that same item you described for all of your eight toons, ya wouldve interacted even more wouldnt ya? Thats my point.

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played.

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

     

  • slikeytreslikeytre Member UncommonPosts: 40
    Actually I'm totally for this and i don't see the issues others have listed.   EQ1 was different, it was not so cookie cutter go here get this go there get that, u had gear options... And an endless amount of gear options.  Not everyone wanted the same items.  Each class needed specific kinds of loot. If the theory that it destroys the economy was correct then fungi's would not have always been so damn expensive.... the fungi maintained a high value for like 3-4 years... Crafted gear had its value depends on what stats you were going after...   Another thing was the amount of time it took to actually level the game was not meant to hit end game in a week. If you wanted a special drop you would farm it and it could take up to a week. I'm sorry but when u spend a week after something i have no issue with it going into the market at some point.  As far as I'm concerned the drops from EQ were more important than crafted gear as you earned them.  These new MMO's have such a linear progression system, there is no uniqueness in that every level 10 rogue has the same drops from the same first instance..... We need variety in gear, in builds, in classes.  If you keep ignoring these things from the past that haven't surfaced again then your just going to end up with another clone of the last big MMO you played.  I could agree to some extent that raid gear could be BOP but when it came to replay ability, stacking a nub and joining a group and decimating everything in our path was fun as hell, and why do we play games? Yea exactly... You earned it, why not enjoy it.
  • AcidonAcidon Member UncommonPosts: 796
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Yeah I remember exactly when they started introducing gear that required a certain level.  Luckily, they didn't touch any of the older favorites like the Fungi Tunic, CoF, BoD, etc. 

    So, you can still twink to your hearts content. =)

     

    EDIT:  I heard the Fungi Tunic would be soulbound next patch ... image

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

     It took 9 months for the first character to reach cap in eq1, would the same slow leveling pace apply?  If so, then perhaps.  If not, then no.

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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  • Ramones274Ramones274 Member Posts: 366
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

    Funny...When you could twink in EQ1, I'm fairly sure player interaction was FAR above anything that came after the level requirements and Bind On Equip, etc. etc..

     

    Nothing wrong with driving prices in the economy up. Not sure how it compromises the value of crafting. Please elaborate.

     

    There are two kinds of people in this world. People who pick their nose.. and liars.

  • Ramones274Ramones274 Member Posts: 366
    Originally posted by BBPD766
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything. 

    Uh...no...it doesnt. The more items there are that can be traded and passed onto other characters,  the lower the amount of gear you need to acquire. Under the system you are suggesting, a player could get ONE set of gear and simply pass it to ALL their toons. If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time. Limiting the demand for buying gear=higher prices. Avoid the need for the gear and the price goes up cuz it's not being bought as often.

     

    Using the same example as above for having eight toons, souldbound gear would promote having to get eight independent gear sets. Since everyone needs it, the demand is more frequent (making it greater) and the market gets flooded. Then it becomes trivial; which in turn, lowers prices.

    Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Necessity creates high demand. If an item is more useful because it is usable at any level you've JUST diminished the demand; because ya only need it ONCE. *see above*

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people. 

    I wouldnt argue that  you interacted with people for that one peice of gear, but only for the one time. If you HAD to get that same item you described for all of your eight toons, ya wouldve interacted even more wouldnt ya? Thats my point.

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played.

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

     

    7 sets of gear? How are seven different characters, assuming they are different classes, going to use the same set of gear? Your logic is flawed.

    There are two kinds of people in this world. People who pick their nose.. and liars.

  • DahkohtDahkoht Member UncommonPosts: 479
    Originally posted by Ramones274
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

    Funny...When you could twink in EQ1, I'm fairly sure player interaction was FAR above anything that came after the level requirements and Bind On Equip, etc. etc..

     

    Nothing wrong with driving prices in the economy up. Not sure how it compromises the value of crafting. Please elaborate.

     

     

    I was just about to say , in the days of EQ I played at launch and for years after , with the Druid I would chloro/SOW on low levels and watch them go to town (I loved that ) and the twinking  and so on , there was FAR more player interaction that any of the crap that's been released in the past several years.

    EQ with its twinking and unlimited buffing still had players talking , grouping , and depending on each other more than any recent mmorpg , by far.

  • MawneeMawnee Member UncommonPosts: 247

    I'm an old EQ/AC vet and I really miss the twinking. The ability to twink added a great deal of replayability for me. I had a lot of fun gearing up a new character and tearing through content that gave me fits the first time around. Just the act of gathering up all the gear and planning the new build was a fun endeavor. Its something you earned the ability to do by grinding at least one character to high levels(Which took forever back then!).

    Infact, as games started changing to level req/soulbinding was when I started running multiple accounts. It was the only way to give me that same feeling of using my high level guy to "help" a new character. So then instead of just handing my new guy some coin/gear and playing through the game again, I began making assist macros, healbots, ect. The problem with this is that running multiple accounts becomes less immersive and more like work. Not to mention doubling(or more) the cost to play the game. Then you start questioning if the game is worth the money/effort. Especially since you aren't even playing anymore. Just working the system/mechanics. 

    The economies in games would be much more realistic if everything wasn't level req and bound. A pair of gloves shouldn't cost so much coin that you'd need a wagon drawn by 8 horses to deliver the payment. Properly balanced item wear/repair/breakage should be enough of a money/item sink to keep things realistic.

  • sanshi44sanshi44 Member UncommonPosts: 1,187

    I would prefer not to see required lvl to equip items however i wouldnt mind the recomended lvl system that EQ has was in game basicly the item wont have full dmg/stats if u didnt meet the lvl recommendedet would scale up till u hit that recommended item

     

    As for Soul bound items i rather they use a different system than preventing item trade due to somthing being equiped. A system that may work is an item has say 50 durability and when u repair it you have a small chance to loose 1 max durability so if it fails you would then be 49 dura on that item instead of 50 this way you will eventualy make an item usless so there wont be an abundance of items in game later on. Higher end/rarer gear you will go oput of the way to get the maxium % success on repairing so it lasts longer.

  • JustsomenoobJustsomenoob Member UncommonPosts: 880
    Originally posted by BBPD766
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything. 

    Uh...no...it doesnt. The more items there are that can be traded and passed onto other characters,  the lower the amount of gear you need to acquire. Under the system you are suggesting, a player could get ONE set of gear and simply pass it to ALL their toons. If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time. Limiting the demand for buying gear=higher prices. Avoid the need for the gear and the price goes up cuz it's not being bought as often.

     

    Using the same example as above for having eight toons, souldbound gear would promote having to get eight independent gear sets. Since everyone needs it, the demand is more frequent (making it greater) and the market gets flooded. Then it becomes trivial; which in turn, lowers prices.

    Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Necessity creates high demand. If an item is more useful because it is usable at any level you've JUST diminished the demand; because ya only need it ONCE. *see above*

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people. 

    I wouldnt argue that  you interacted with people for that one peice of gear, but only for the one time. If you HAD to get that same item you described for all of your eight toons, ya wouldve interacted even more wouldnt ya? Thats my point.

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played.

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

     

     

    I think you might have either confused yourself on terms, or something just went wrong here in general.

     

    Increasing demand for something doesn't lower prices, it raises them.

    Increasing supply of something lowers prices.

     

    If an item is reusable, there is a greater supply of the item, as one created isn't destroyed on use (whether vendored when outlived, or outright destroyed etc).     With more of the item around, it costs less, more competition between sellers.

     

    This point in particular... :

     

    'If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time'

     

    This is just really unfortunate and you need to rethink everything you wrote =(

     

    If there's 1000 of an item waiting to be sold, price is going to go up on it really fast if people have to buy multiples of the same item to gear all their alts, and they can't resell them to others.      But if they buy the item once, and reuse it on their alts, and even sell it to others if they really don't need it anymore to boot, all while more of the item is entering the game via mob drops or something too...yeah this does the exact opposite of raising the price.

     

    What happens is you end up with a bunch of people wanting to sell the item and having trouble finding people to buy it.   They'll be competing with each other to try to sell it.   Will they compete with each other by raising the prices?  No, lowering them, naturally.

     

    This was easily seen on live, as well as more recent on x various servers.   Items that aren't best in slot for many people, they're very cheap.     Even the best in slot ones have the prices slowly go down as well, due to the fact more just keep entering the game and they don't go away (since people can still trade them/sell them due to no soulbound).   Mind you, this is prices going down on items in a game that didnt even have proper cash sinks built in for quite a while.   People loading up hundreds of thousands of plat, no cash sinks, item prices STILL going down anyway.

     

    Before reading this and immediately hitting reply, be sure to reread what you wrote and think carefully first about supply and demand.

     

     

  • koboldfodderkoboldfodder Member UncommonPosts: 447

    Twinking was one of the great things about EQ.  That game was pretty hard as it was, so plopping on HP or MP gear on a lower level toon was a great way to make those early levels a little bit easier.  It also made the game ALT friendly and placed MORE on an emphasis on loot and crafted items....not less.

     

    Buffing was that way too.  That eventually led to people having boxed characters power leveling them.  Good times!  They added recommended and required levels at some point, so you can no longer do it.  Plus, they put in twink loot as regular loot, and it is far better than the fungi stuff or 65 HP rings.  They also added Fabled loot.  All that to make it a faster trip to level 65 where you would have to stop and level your AAs.

     

    EQ is still a pain in the but to level.  Levels mean nothing.  If you do not have AAs, don't even bother leveling past 75....you will get crushed by a fire beetle in Sunderrock.

     

     

  • asdarasdar Member UncommonPosts: 662

    I like Sow, but I hated anything else in terms of buffs. I want to play through the challenge. What I hate about modern MMO's is that it's hard to die. You almost have to work at being careless enough to die. EQ with buffs was like that and I didn't like it one bit.

    As far as twinking goes I'm not against it, but I'd almost as soon they just let us skip the first 20 levels if they allow twinking. It's almost the same thing and then I wouldn't have to waste my time doing levels I just want to skim through.

    If you're going to have levels then make them enjoyable and to me that means challenge at every level. Twinking kills that challenge so I'm against it.

    Asdar

  • BBPD766BBPD766 Member UncommonPosts: 98
    Originally posted by slikeytre
    Actually I'm totally for this and i don't see the issues others have listed.   EQ1 was different, it was not so cookie cutter go here get this go there get that, u had gear options... And an endless amount of gear options.  Not everyone wanted the same items.  Each class needed specific kinds of loot. If the theory that it destroys the economy was correct then fungi's would not have always been so damn expensive.... the fungi maintained a high value for like 3-4 years... Crafted gear had its value depends on what stats you were going after...   Another thing was the amount of time it took to actually level the game was not meant to hit end game in a week. If you wanted a special drop you would farm it and it could take up to a week. I'm sorry but when u spend a week after something i have no issue with it going into the market at some point.  As far as I'm concerned the drops from EQ were more important than crafted gear as you earned them.  These new MMO's have such a linear progression system, there is no uniqueness in that every level 10 rogue has the same drops from the same first instance..... We need variety in gear, in builds, in classes.  If you keep ignoring these things from the past that haven't surfaced again then your just going to end up with another clone of the last big MMO you played.  I could agree to some extent that raid gear could be BOP but when it came to replay ability, stacking a nub and joining a group and decimating everything in our path was fun as hell, and why do we play games? Yea exactly... You earned it, why not enjoy it.

    Despite the last sentence in your post, NONE of this has any relevancy to the op. Nobody is arguing about whether or not people wanted the same items, if classes needed specific loot, whether or not the fungi tunic held its value, the time it took to level to end game,  if farmed items should be in the same market as crafted items....etc. Please stay on topic.

  • BBPD766BBPD766 Member UncommonPosts: 98
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything. 

    Uh...no...it doesnt. The more items there are that can be traded and passed onto other characters,  the lower the amount of gear you need to acquire. Under the system you are suggesting, a player could get ONE set of gear and simply pass it to ALL their toons. If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time. Limiting the demand for buying gear=higher prices. Avoid the need for the gear and the price goes up cuz it's not being bought as often.

     

    Using the same example as above for having eight toons, souldbound gear would promote having to get eight independent gear sets. Since everyone needs it, the demand is more frequent (making it greater) and the market gets flooded. Then it becomes trivial; which in turn, lowers prices.

    Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Necessity creates high demand. If an item is more useful because it is usable at any level you've JUST diminished the demand; because ya only need it ONCE. *see above*

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people. 

    I wouldnt argue that  you interacted with people for that one peice of gear, but only for the one time. If you HAD to get that same item you described for all of your eight toons, ya wouldve interacted even more wouldnt ya? Thats my point.

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played.

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

     

     

    I think you might have either confused yourself on terms, or something just went wrong here in general.

     Actually, i'm certain that you have.

    Increasing demand for something doesn't lower prices, it raises them.

    Nowhere do i say this...i said NECESSITY creates demand. Pls pay attention.

    Increasing supply of something lowers prices.

    ...And that is exactly what i said. Why are you arguing this?

     

    If an item is reusable, there is a greater supply of the item, as one created isn't destroyed on use (whether vendored when outlived, or outright destroyed etc).     With more of the item around, it costs less, more competition between sellers.

     

    This point in particular... :

    Herein lies your problem. You're arguing about two independent  issues in the same point. Forget for just a minute about whether or not the reusability of an item  makes for a greater SUPPLY of the item and how it effects pricing. That isnt the issue. The issue remains the same, you only have to buy ONE item and (in your ideal world) it can be passed from player to player. Once again, you are REMOVING the need to purchase gear on ALL of your alts.

    'If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time'

     

    This is just really unfortunate and you need to rethink everything you wrote =(

    You make me laugh.

     

    If there's 1000 of an item waiting to be sold, price is going to go up on it really fast if people have to buy multiples of the same item to gear all their alts, and they can't resell them to others.

    LMAO. Have you ever spent time in an MMO as a trader? Better yet, have you ever even been to an AH or bazaar? Seriously. The more of an items there is, the price DROPS. Why? Because the competition to sell it is greater. A minority of an item (the rarity) fetches a larger purse because nobody else is selling it. The more of an item (a surplus) there is, the price drops. YOU even say this YOURSELF two paragraphs below. I have highlighted it in blue. You are arguing for both sides. So which is it that you've chosen? Pls pick one or the other. And im the one that needs to rethink? LOL

    But if they buy the item once, and reuse it on their alts, and even sell it to others if they really don't need it anymore to boot, all while more of the item is entering the game via mob drops or something too...yeah this does the exact opposite of raising the price.

     

    What happens is you end up with a bunch of people wanting to sell the item and having trouble finding people to buy it.   They'll be competing with each other to try to sell it.   Will they compete with each other by raising the prices?  No, lowering them, naturally.

     

    This was easily seen on live, as well as more recent on x various servers.   Items that aren't best in slot for many people, they're very cheap.     Even the best in slot ones have the prices slowly go down as well, due to the fact more just keep entering the game and they don't go away (since people can still trade them/sell them due to no soulbound).   Mind you, this is prices going down on items in a game that didnt even have proper cash sinks built in for quite a while.   People loading up hundreds of thousands of plat, no cash sinks, item prices STILL going down anyway.

    Your completely off topic here. We were talking about items being no-drop or boe and the arguement for that very thing.

     

    Before reading this and immediately hitting reply, be sure to reread what you wrote and think carefully first about supply and demand.

     

     Pls take your own advice. Im genuinely concerned for you.

     

  • sirphobossirphobos Member UncommonPosts: 620
    I have no problem with it, but items need to actually be rare like they were in EQ1 for it to not get out of control.  Items like the Cloak of Flames and Blade of Carnage not being no trade was okay for the most part, because there were so few of them in existence.  If there was an endless supply of Blade of Carnages floating around, then twinking would just get silly as every level 5 warrior would have one.
  • karat76karat76 Member UncommonPosts: 1,000
    It would be fine if they had weapon breakage and durability so after awhile it is junk. I only twinked  my ranger in EQ and it took the fun out of it. It felt like most mmos today what was the point of grouping if I know I could destroy the whole dungeon without breaking a sweat.
  • JustsomenoobJustsomenoob Member UncommonPosts: 880
    Originally posted by BBPD766
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob
    Originally posted by BBPD766
    Originally posted by Justsomenoob

    Anyone else REALLY like this from EQ 1?  

     

    Nowaday stuff all has level requirements, bound to character when equipped etc...

    I liked being able to use stuff and then sell it, or hand it off etc.   I liked making an alt and really gearing them up big.   I'd do it again with many other alts, it gave the game a lot of longevity.

    I want to throw stuff from a high level dungeon on my level 3 alt.

     

    Would really like to see this come back.

    Fun as it may be to you, it compromises the value of crafting, drives the prices up in the economy, diminishes interacting with other players.....i could go on and on.... No thanks.

     

    "more" of an item due to it not being "destroyed" by being soulbound, thus being reused by others...lowers the prices in the economy if anything. 

    Uh...no...it doesnt. The more items there are that can be traded and passed onto other characters,  the lower the amount of gear you need to acquire. Under the system you are suggesting, a player could get ONE set of gear and simply pass it to ALL their toons. If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time. Limiting the demand for buying gear=higher prices. Avoid the need for the gear and the price goes up cuz it's not being bought as often.

     

    Using the same example as above for having eight toons, souldbound gear would promote having to get eight independent gear sets. Since everyone needs it, the demand is more frequent (making it greater) and the market gets flooded. Then it becomes trivial; which in turn, lowers prices.

    Somewhat offset by the items being more useful (more demand) due to them being usable at any level.

    Necessity creates high demand. If an item is more useful because it is usable at any level you've JUST diminished the demand; because ya only need it ONCE. *see above*

    Always increased interacting with players for me.   I knew the stuff was out there that I could use, so I went out there and bought them from people. 

    I wouldnt argue that  you interacted with people for that one peice of gear, but only for the one time. If you HAD to get that same item you described for all of your eight toons, ya wouldve interacted even more wouldnt ya? Thats my point.

    Useful crafted goods in early EQ (Various Jewelcrafted items, Cultural armor etc) were big sellers through at least the first few years when I played.

     

    It works best without the bazaar though.   Was well suited to the EC/gfay manual player auction atmosphere.

     

     

     

    I think you might have either confused yourself on terms, or something just went wrong here in general.

     Actually, i'm certain that you have.

    Increasing demand for something doesn't lower prices, it raises them.

    Nowhere do i say this...i said NECESSITY creates demand. Pls pay attention.

    Increasing supply of something lowers prices.

    ...And that is exactly what i said. Why are you arguing this?

     

    If an item is reusable, there is a greater supply of the item, as one created isn't destroyed on use (whether vendored when outlived, or outright destroyed etc).     With more of the item around, it costs less, more competition between sellers.

     

    This point in particular... :

    Herein lies your problem. You're arguing about two independent  issues in the same point. Forget for just a minute about whether or not the reusability of an item  makes for a greater SUPPLY of the item and how it effects pricing. That isnt the issue. The issue remains the same, you only have to buy ONE item and (in your ideal world) it can be passed from player to player. Once again, you are REMOVING the need to purchase gear on ALL of your alts.

    'If you have eight toons, that's seven other sets of gear that were compromised. And guess what? Now you have people buying ONE set of gear, and prices go up because you've eliminated the need to buy the gear more than ONE time'

     

    This is just really unfortunate and you need to rethink everything you wrote =(

    You make me laugh.

     

    If there's 1000 of an item waiting to be sold, price is going to go up on it really fast if people have to buy multiples of the same item to gear all their alts, and they can't resell them to others.

    LMAO. Have you ever spent time in an MMO as a trader? Better yet, have you ever even been to an AH or bazaar? Seriously. The more of an items there is, the price DROPS. Why? Because the competition to sell it is greater. A minority of an item (the rarity) fetches a larger purse because nobody else is selling it. The more of an item (a surplus) there is, the price drops. YOU even say this YOURSELF two paragraphs below. I have highlighted it in blue. You are arguing for both sides. So which is it that you've chosen? Pls pick one or the other. And im the one that needs to rethink? LOL

    But if they buy the item once, and reuse it on their alts, and even sell it to others if they really don't need it anymore to boot, all while more of the item is entering the game via mob drops or something too...yeah this does the exact opposite of raising the price.

     

    What happens is you end up with a bunch of people wanting to sell the item and having trouble finding people to buy it.   They'll be competing with each other to try to sell it.   Will they compete with each other by raising the prices?  No, lowering them, naturally.

     

    This was easily seen on live, as well as more recent on x various servers.   Items that aren't best in slot for many people, they're very cheap.     Even the best in slot ones have the prices slowly go down as well, due to the fact more just keep entering the game and they don't go away (since people can still trade them/sell them due to no soulbound).   Mind you, this is prices going down on items in a game that didnt even have proper cash sinks built in for quite a while.   People loading up hundreds of thousands of plat, no cash sinks, item prices STILL going down anyway.

    Your completely off topic here. We were talking about items being no-drop or boe and the arguement for that very thing.

     

    Before reading this and immediately hitting reply, be sure to reread what you wrote and think carefully first about supply and demand.

     

     Pls take your own advice. Im genuinely concerned for you.

     

     

    If there's 1000 of an item waiting to be sold, price is going to go up on it really fast if people have to buy multiples of the same item to gear all their alts, and they can't resell them to others.

    LMAO. Have you ever spent time in an MMO as a trader? Better yet, have you ever even been to an AH or bazaar? Seriously. The more of an items there is, the price DROPS. Why? Because the competition to sell it is greater. A minority of an item (the rarity) fetches a larger purse because nobody else is selling it. The more of an item (a surplus) there is, the price drops. YOU even say this YOURSELF two paragraphs below. I have highlighted it in blue. You are arguing for both sides. So which is it that you've chosen? Pls pick one or the other. And im the one that needs to rethink? LOL

    But if they buy the item once, and reuse it on their alts, and even sell it to others if they really don't need it anymore to boot, all while more of the item is entering the game via mob drops or something too...yeah this does the exact opposite of raising the price.

     

    __________________________________________________________________________________________

     

    Don't get why you quoted just the first portion to respond to like that.   The 2 paragraphs I wrote there are meant to go together, indicating that (in the first paragraph) items in high demand are going to go up in price.   This would be the situation with soulbound gear, as more of the item would need to keep dropping/being made to sate that demand...sicne it couldn't be reused/resold etc.       You see 1000 items and think I mean "The world is stuffed with that item".   I just picked a starting point.    What I was indicating with "people buying multiples of the same item to gear up alts" was that the supply, even of 1000 items would be depleted faster than it would restock, causing a price increase.     If I didn't word that well enough, I'm clarifying it here.

    In the second pargraph, indicating items with less demand go down in price, as would be the case with people reusing/reselling items.   

     

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