thepriz
02-17-2005, 02:05 AM
I think this was a very good way to limit all items in the game. I was around in the later years of EQ1 and saw how tradeskilling was not a playable path in the game. You got your skill up as high as you could so you could get your Master tradeskill item. Did any of the products sell that where crafted? Very little if any.On the adventure side also was a problem for selling. Things that came off mobs where in the game forever unless they where sold to a merchant and the computers where rebooted. So you could go to the bazzar and find some items priced redicuously low, while the rarer items where priced rediculously high.I have always said that if you don't have permanent item decay the economy will suffer in the long run. If you had permanent item decay it would tick off the adventures who spend hours camping or questing to get such an item once the item decayed beyond repair. I think the idea that SOE came up with solves some of the problems that I pointed out without really ticking off adventures (yes I know some won't be happy).I play both adventures and tradeskillers and I think the changes are good for both professions.I do have a suggestion. Just like the love quest item that was rewarded for finishing the V-Day quest it would be nice to be able to hang them in your room to show off some of your accomplishments you have done. I can see my warrior have a wall full of weapons that he accuired and used for his adventures. Or a manquine with a set of arrmor on it that he no longer uses but each and every piece ment somthing to him at one time or another.There are many other changes that are in the patch notes that I will have to look at more closely but all in all I am getting happier with each adjustment that I have seen made. Well off to play and test some more (love having both live and test characters and friends).