PDA

View Full Version : Making quested items no trade means the pure adventurer can not make money?


standupwookie
04-01-2005, 10:19 AM
Supposedly, with the next update, quested reward items will not be tradeable. Currently, no mobs drop coin.  They will sometimes drop vendor fodder, and rarely a chest with some kind of loot inside (which still can be sold). But, if you look at the pricing of objects on the Auction House, and compare that with what you can make JUST by selling loot drops, you are going to be on the short end of the stick financially. I have sold a bunch of quest rewards (level 25 as of now) and with that money I bought upgrades to some of my spells.  There is just no way I can afford these spells selling "boiled leather" or other obvious vendor fodder loot.  The stuff I get at my level sells for about 2-5 silver (items mind you) and the mob trash (maggots or locks of oily hair) can sell for a silver a piece.  Its rare that mobs drop loot...not really rare, but you dont go out saying "well, ill get a chest here in the next minute or so..." I dont enjoy tradeskills.  I dont want to do them, I dont want to even be a "gatherer".  I prefer a pure, old fashioned adventurer, hacking my way through monsters, doing quests, AND selling anything I cannot use to help maintain my equipment/spells VS level. I say, thank god for the Armor Quests, because without them I would not be wearing much. But if/when this goes live it will take a considerable chunk out of my pocketbook.  Everything is overpriced...heck, an adept I healing spell can cost from 1-6 gold.  How am I supposed to make that money? I dont want to be forced into becoming a "gatherer", hoping for a rare piece of coral or whatnot that I can sell to some crafter....to me, hacking at a stick of wood or a rock is a big waste of time. Mobs dont drop money, and (as with every other game) NPC vendors pay squat for quest items. Dont screw the pure adventurer.  SUW

Iseabeil
04-01-2005, 10:34 AM
<DIV>as of last patches, the drop from mobs has gone up almost insane amounts. when i solo, i only pick up chest loot, and its rare i can be out for more than one hour without having to go home to sell so i can loot more. keep in mind different NPCs pay dif amounts, and selling to the right ones can make up to 50% differance in income.</DIV>

Arith
04-01-2005, 10:59 AM
I don't like this change either.  The adventurer still can sell chest drops and such, but not being able to sell off quest items isn't right.  The huge majority of chest drops are npc vendor trash anyway, so who'd buy them?  If you took the time to complete the quest you should be able to do anything you want the item.  I would hope that the attunable change would be enough to limit items, especially since quests that give items aren't repeatable.  I hope the devs rethink their stance on this.  Just because someone chooses to be a primary adventurer doesn't mean they should be essentially limited to a consumer only role in the economy.  <div></div>

Homesli
04-01-2005, 12:50 PM
Quests are paying out a lot more coin now. I think overall I am making more coin from quests and selling some loot drops off but most of my income comes from tradeskilling. I personally don't mind the change myself but as with most things I need to see them in affect before deciding if something is bad with a change or not.

Jan It
04-01-2005, 12:57 PM
I make 95% of my cash from chestdrops, so I don´t care about the changes cashwise. I´ll be missing the feeling of getting something usable by other characters though (alts/friends/customers) and to prevent unhappiness derived from unusable quest drops I´ll simply focus on those quests that reward something I want. There is a promise of simultaneously improving those, so that´s why I´m sure we all can live with it. <div></div>

Viroxi
04-01-2005, 01:03 PM
<DIV>I have to agree, I loathe tradeskilling...and at level 47 have made just enough money to equip myself, upgrade spells, with nothing left over as it is. I really doubt we keep this change from going into effect, reason being :</DIV> <DIV> </DIV> <DIV>They are going to test it for a bit, but that will really be just to make sure that the items that are supposed to be no-trade ARE no trade..etc...the devs know you can't tell what effect this will have on players and economy until it's been in place en masse for some time. Obviously in test there won't be enough players, or time for this to be truly gauged, so my guess is it's going in...period.</DIV> <DIV> </DIV> <DIV>That being said, once it is in effect I hope we keep these posts alive (those of us who don't like it) so we can hopefully get a reversal at some point down the road. I fully realize the tradeskillers are going to always have more money than I do and that's fine, I don't want to be rich, but it would be nice to make a decent living at ridding Norrath of undesirables <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV>

Scrav
04-01-2005, 01:56 PM
<div></div>I'm a bit surprised to hear people are making a significant portion of their adventuring income from quest items.  I know my adventuring income doesn't produce a lot from sales (to players) of quest related items and I do a lot of quests (over 500). The few quests items that are valuable have killed the market place on certain slots, such as neck pieces and bracelets, and have resulted in those items not being very valuable in the end anyhow. I suppose not all quest items would need to be no trade.  Perhaps just those which are causing economy issues or are intended to specifically reward the questor due to the power of the item. <div></div><p>Message Edited by Scrav on <span class=date_text>04-01-2005</span> <span class=time_text>12:59 AM</span>

Roosterjack
04-01-2005, 07:56 PM
<DIV>After having done well over 400 quests, I can attest that there is good, though not great money to be made selling these items on the broker to other players.  Many items, such as the rewards from the Watcher of the Fields centuar chief quests are quite nice, and other players can surely get use of them.  In this instance I am a seller, and make quite a lot more than the NPC vendor would give me and help out another player at the same time.</DIV> <DIV> </DIV> <DIV>Another key example is Emerald armor, gained from quests given by Hammer in Zek.  I may be wrong, but I think it is impossible to get a full suit of it on your own from doing the quests, there simply are not enough of them to do so.  So, in order to get a complete set of the armor, one must either buy, or get given fro another player, the remaining pieces.  Is it required to have a full suit?  No...but it sure looks nice!</DIV> <DIV> </DIV> <DIV>I simply don't see how the practice of selling quest rewards is harmful to the economy, as it is not a huge segment of it.</DIV> <DIV> </DIV> <DIV>Quest components, particulalry collectibles, are my bread and butter.  I have made tremendous (to me) amounts of money selling things like shiny shards, coins, leaves, and bones, etc.  The market demand for these is intense and steady, and it allows me to adventure and still make a good living.  If I had to rely on chest drops alone I doubt I would make even 1/3 the money I do now, as they simply are not numerous enough unless you are really grinding away all the time or very lucky in the lottos.</DIV> <DIV> </DIV> <DIV>This move makes little sense, and I sincerely hope the devs reconsider.  Trades should not be the only people who have any opportunity to make money from the broker selling!  And this comes from a 28th provisioner, who also can make OK dough selling drink (though I despise making it!  trades = boring)</DIV> <DIV> </DIV> <DIV>Kerris Shywolf</DIV> <DIV>Warden 36/ Provisioner 28</DIV> <DIV>Officer, Knights of Norrath</DIV> <DIV>Toxxulia</DIV>

JonMichael Gardn
04-01-2005, 08:14 PM
<P><FONT color=#66ff66>I don't like this change either. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></FONT></P> <P><FONT color=#66ff66>I do a small amount of tradeskilling, but not enough to have a decent income because my preference is adventuring.  Many times I loot armor or weapons that I cannot use and sell them to make money for armor and spell upgrades or buying supplies for crafting. </FONT></P> <P><FONT color=#66ff66>I can see where the change would benefit tradeskillers a bit, but I think most of the problem with that issue was taken care of when armor and weapons became attuneable. </FONT></P> <P><FONT color=#66ff66>If this change is implemented, I see the pure adventurer or non tradeskiller having a very hard time progressing in the game due to lack of funds.  I don't want to be rich by adventuring (which I certainly am not), but I also don't want to be forced to craft in order to maintain a liveable bank account.</FONT></P> <P> </P>

Platfing
04-01-2005, 08:31 PM
<P>Look at it this way...</P> <P>With fewer quest items on the broker, the value of chest drop items goes up as well as tradeskill armor/weapons.  I think it balances out.  Also, try harvesting (rares) for money.  You can make a really decent living doing that (at T4 and T5 anyway).  </P>

ghosthamm
04-01-2005, 08:34 PM
I know, but what about hard quest that arent heritage. example being the bow from stormhold, allot of classes cannot use bows, but those that can pay a pretty penny for it cause it is nice and the quest is long, long, long.  hopefully when moor said most quest rewards, the "most" part excluded these types of quests.

Tova
04-01-2005, 09:34 PM
<DIV> </DIV> <DIV>This "fix" really has me fuming. </DIV> <DIV> </DIV> <DIV>I have 4 crafting characters, but my main enjoyment comes from adventuring. I craft to dress my alts, help out lower level members of the guild, etc. As there are VERY FEW crafters out there that arent just grinding to 50, and only selling their top tier items as they grind away at them. The selection of crafted good available is a joke.  Try to dress a lvl 5, or a lvl 15 off of available items on the broker. You'll end up wearing 17 belts and twice as many rings. Not a stitch of clothing, nor a weapon.</DIV> <DIV> </DIV> <DIV>A crafter spends his time making items, and can then decide what he wants to do with them. He can sell them to an NPC merchant, he can sell it to another player, he can give it away if he so chooses. He spent the time to make the item, it's now his to do with as he sees fit. He also has the ability to crank out hundreds of these. Thousands if he so chooses.</DIV> <DIV> </DIV> <DIV>Now, if I spend 3 hours, or 3 weeks, to obtain an item via a quest,  I think I am owed the same choice as to what to do with my end product. If I wish to wear it (and assuming I can) then that should be an option. If I choose to sell it, or give it away, that too should be an option.  Unlike the crafter, I can only get each item once. I cannot crank out hundreds or thousands of these, I've got just the one. </DIV> <DIV> </DIV> <DIV>I am simply sick of all these changes to "appease the crafters". I am a crafter... I'm not appeased. Nor are many other crafters I've spoken too in game. If you truly want to make the crafters happier.... how about.. oh I dunno... letting us make things that people actually WANT?? </DIV> <DIV> </DIV> <DIV>How about letting crafters manipulate the stats of the end products they make just a bit? How about  if I make UberSword with an additional ingredient I get UberSword of Stamina, if I add a different one, I get UberSword of Agility, etc. Give crafters better recipes, more recipies, recipies people WANT.   I have a lvl 45 Fury... in 15 or more levels, I have YET to find a bracelet with Wisdom on it. I still have no wisdom on my Hauberk, Legs, or forearms. Let crafters fill that void. Let them add stats of their choosing to items, making them more desirable. Give them more choices.</DIV> <DIV> </DIV> <DIV>Stop taking things away.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Viroxi
04-01-2005, 10:16 PM
<DIV>Try harvesting to make a living? Are you kidding? I mean the people posting here that dislike the change don't want to craft, which is at least as interesting as attacking a bush, rock, or log...if not moreso. So instead of adventuring (which is what we want to do) you suggest the perils and excitement of bush flogging? </DIV> <DIV> </DIV> <DIV>The game was billed in a way that suggested the pure adventurer would have the same chance to make money as the pure crafter. Remember, prior to release crafting was going to be a completely seperate class. I personally wish it had stayed that way so that the adventurer would not constantly be frowned upon as a one dimensional gamer. Then when they decided that a pure crafter was not the way to go, and once again incorporated crafting/adv into one character, it was still stated the adventurer could find fame and fortune just like the crafter.</DIV> <DIV> </DIV> <DIV>I think most of us can agree adventuring doesn't pay well. My suggestion would be to add more solo quests that were repeatable with noticeable financial rewards. I don't necessarily want more loot off mobs, although that is one option ,but there are various ways to keep the adventurer in the loop as far as cash flow. </DIV> <DIV> </DIV> <DIV>Off topic a bit, did anyone notice that when they  first "increased loot and chest drops from mobs, as well as adding a variety of new drops" you saw an increase..a noticeable one at that, for a few days, however lately the loot seems to be declining again? I haven't parsed my drops or anything, just a general sense that it's less than it was post-patch.</DIV>

Kw
04-01-2005, 10:41 PM
<DIV>The truly sad thing is that it wont end here.</DIV> <DIV> </DIV> <DIV>Heritage items became no trade</DIV> <DIV> </DIV> <DIV>All items became attunable</DIV> <DIV> </DIV> <DIV>Now quest rewards are becoming no trade</DIV> <DIV> </DIV> <DIV>Only a matter of time before all Chest drops are no trade</DIV> <DIV> </DIV> <DIV>There is no reason to believe SOE will suddenly be content with the current kick in the nuts, and not procede to kick us in the nuts again next month.</DIV>

Kegofbud
04-01-2005, 10:54 PM
<DIV> One of the things that scare me about this...how many people used an alt to combine a glowing or shiny shard collection to get a second item to wear on your main character? I did this with one of my alts and now that alt will never have that item because when he gets to that level I won't be able to buy him one back. I already had the ability to hand it down removed, no he can't buy one from someone else. It's now impossible for him to ever obtain one unless I buy that right now before the change goes live. I'm sure there are plenty of instances of this type of thing that haven't been thought of.</DIV> <DIV> </DIV> <DIV>Edit: In response to some of the messages above, as I was thiking about it, all of the richest players I know and am friends with are heavy crafters. Not one of the rich players I know is an Adventurer. I am first and froemost and adventurer and I do *some* crafting. I am not rich but I do okay. I have made 1/2 of what my crafting friends have made and their crafting levels are lower then my adventuring level. I don't know, just something to think about. I know I can't adventure and make nearly as much in a day as a level 40 carpenter making boxes at 5g each. Even IF I were to win every roll with this busted [expletive ninja'd by Faarbot] Lotto thing, I can't equal that kind of money.</DIV><p>Message Edited by Kegofbud on <span class=date_text>04-01-2005</span> <span class=time_text>10:28 PM</span>

WAPCE
04-01-2005, 11:03 PM
Will anything be done about all the level 50's who are wearing two of the best rings or wrist items in the game, or will they have a permanent advantage over everyone else?

Pyp
04-02-2005, 12:03 AM
" <DIV>The truly sad thing is that it wont end here.</DIV> <DIV> </DIV> <DIV>Heritage items became no trade</DIV> <DIV> </DIV> <DIV>All items became attunable</DIV> <DIV> </DIV> <DIV>Now quest rewards are becoming no trade</DIV> <DIV> </DIV> <DIV>Only a matter of time before all Chest drops are no trade</DIV> <DIV> </DIV> <DIV>There is no reason to believe SOE will suddenly be content with the current kick in the nuts, and not procede to kick us in the nuts again next month.</DIV> <DIV>"</DIV> <DIV> </DIV> <DIV>Lets make Tradeskills books notrade as well. If they really want to be able to make that rare recipe, why should THEY be able to buy it off a broker?</DIV> <DIV> </DIV> <DIV>Im a crafter as well, and this realllly bothers me.</DIV> <DIV> </DIV> <DIV>Nyp</DIV> <DIV> </DIV> <DIV> </DIV>

Sarelin-SeisB
04-02-2005, 12:45 AM
<P>What you people crucially fail to realise is that selling an item from one player to another does not generate wealth. You're 1g better off, another player is 1g worse off. Money only comes into the game from npc's and quest rewards. And that is the only source of income you should care about because it's the only SOURCE of income.</P> <P>Stop whining about crafters and oh my poor bank balance. This change has NO negative effect on your bank balance in the long term. In fact it will increase your funds in the long run because now you can only sell the item to an npc which means now every quest item that isn't wanted generates NEW money and doesn't just result in a transfer of money from one player to another. More money in, more money per player, you're richer.</P> <P>Simple freaking maths and none of you get it.</P> <P>And STOP with all the "this change helps crafters" bollox because it has no impact on them whatsoever. </P> <P> </P>

standupwookie
04-02-2005, 12:52 AM
I just recently equipped my character with two of the same quest reward items...I think it was the Shiny Shard reward...just make another character, get the stuff, and transfer in the bank. The issue here is that the pure adventureres DONT want to ever craft or ever harvest, period. Horizons has a game where its basically pointless to be an adventurer, dont really want to compare EQ2 with Horizons though. If the stuff I get as drops increases because people will want that instead of quested rewards, that just means that everything I want to buy will be that much mroe expensive. The ability to alter stats on items via crafting is a good idea...BUT that is a massive database issue, as like items will now have 10 or 20 different counter-parts...SWG has this and that is one HUGE database just waiting to explode. It may sound odd that there is a market for quest rewards...I mean, they are quests and ANYONE can do them.  One of the main things is this...By the time I finish the quest or am at a leve to realistically complete it I have outgrown the item to where it is of no use to me...but someone 5 levels under me may find it a huge upgrade.  So I can sell the item to them for some silver.  Thats a big thing to me, as I dont craft/gather. Basically, I dont want to have to be forced to craft or gather in order to maintain money coming in so I can upgrade...if that happens I will probably just end up cancelling as I abhore crafting in any MMORPG...is that even a word, abhore? SUW

Sarelin-SeisB
04-02-2005, 01:05 AM
<DIV> <HR> The issue here is that the pure adventureres DONT want to ever craft or ever harvest, period <HR> </DIV> <DIV><BR>What has "the issue here" go to do with crafting??? I can't think of a single item I have that is quested that I either didn't get myself or couldn't be replaced by a BETTER dropped item.</DIV> <DIV> </DIV> <DIV> <HR> By the time I finish the quest or am at a leve to realistically complete it I have outgrown the item to where it is of no use to me...but someone 5 levels under me may find it a huge upgrade. <HR> </DIV> <DIV> </DIV> <DIV>I suggest you find a better group of friends or a better guild then.</DIV> <DIV> </DIV> <DIV> </DIV>

Doloi
04-02-2005, 01:20 AM
<div></div>Why is anyone defending this change? If it doesn't hurt or benefit anyone's ability to make money (as I've seen argued both ways), then why would you support a decrease in the variety of items at auction? It seems that anyone arguing in favor of the change is basically saying, "It won't hurt us, it's fine with me," not "This will help me a great deal." On the other hand are people like me, for whom variety in gear and in general is one of the main things that keeps the game interesting and fun, who are saying that this change will take away our favorite part of the game with no real benefit in exchange (I will gladly give up offline selling a thousand times to maintain access to exciting new gear that I don't have the time to quest on my own). After reading pages and pages of posts about this it looks like there are a very few people who think this is a great change, a minority who accept the change pretty neutrally and seem to only argue in favor of it because they are annoyed by the "whining" of the majority, who seem violently opposed to this and have posted lists and lists of reasons this is a terrible idea and alternative ways to address the potential (but unrealized) problem it attempts to thwart. <div></div><p>Message Edited by Doloism on <span class=date_text>04-01-2005</span> <span class=time_text>12:22 PM</span>

Viroxi
04-02-2005, 02:41 AM
<DIV>Off topic a bit, I'd like to point out that these are discussion forums Sarelin. If we all had the same opinion there would be no reason to have forums, as there would be nothing to discuss.  While I fully uphold your right to differ in opinion, and to be a proponent of the new changes, is it possible to state your opinion without being crude, insulting, and attempting to belittle others? Calling people whiners because they disagree about an implemented change is uncalled for. Can we then call you a whiner for crying about people crying? Or for whining in support of the change?</DIV> <DIV> </DIV> <DIV>A little tolerance goes a long way. You may have even had a good point in your post but it (for me) was completely overshadowed by your rudeness and unwillingness to entertain anyone's opinion but your own.</DIV> <DIV> </DIV> <DIV> </DIV>

dparker7
04-02-2005, 05:11 AM
Its funny, pure adventurers think the crafters have all the money and pure artisans think adventurers have all the money.  The truth is, a select few crafters on each server make good money (less than 50), level 50s can grind a good income, and full time harvesters can do well.  The best way to make money is to do all three however.  As in any MMO, the more time you put into the game the better off you can make your character.

Gno
04-02-2005, 05:44 AM
Another part of this change that I'm not reading about in many people's posts is that the <b>no-trade quest items will still be salable to NPC vendors</b> just as no-trade items (that aren't also no-value) are presently.  Wouldn't the amount that NPC's pay for such no-trade quested items would be of some importance to how this change would actually impact adventurers? If the NPC's give a reasonably high amount, then those adventurers who don't want to sell items to other players might benefit noticeably. As I've stated in other posts, I don't see this change as a great benefit to artisans and I'm much more of an artisan than an adventurer.  If that's the primary goal I think there are far better ways to approach it.  If the goal is more to curtail the behavior of plat farmers and sellers, then making more high-end, uber items no-trade is probably a good thing.<div></div>

Viroxi
04-02-2005, 06:09 AM
I totally agree, the more time you put into an MMO the more you should get out of it, but that doesn't mean you should have to spend that time log flogging or crafting , instead of adventuring. I have tons of time invested, it just happens to be adventuring and questing rather than crafting. Even in EQ1 as a pure adventurer I made a [expletive ninja'd by Faarbot] good living. If we really want to equate this to "real life" or "realism" why shouldn't a person going to war with the evil factions that threaten their city (or good factions threatening their evil city) make just as much money if not more than a person sitting comfortably and reasonably safe in a tradeskill shop? And I don't buy that any Artisan, or any player for that matter, would make the absurd statement that the adventurers have all the money. That's simply not true and we all know it. Like I said I don't want to be rich, just comfortable and paid reasonably well for the service I provide my city (in roleplaying terms) . That just isn't the case, and at least on the surface this change SEEMS like it would impact adventurers negatively.

tattoo0
04-02-2005, 09:47 AM
<P>I do not play on test but since this patch will probably come live i feel i should be able to voice my opinion. I have crafted and find it real boring so i dont do it often. Since lvl 2o i have saved all money i have earned just to be able to buy armor to last from 30 to 40 because most items on broker are inflated. The only reason I am for this patch in that maybe it will drive down the cost of current crafted items.  If we questers do not have the funds to pay for the goods they have no choice but to lower the price.  Now that being said, look at crafting as the world around us. I look at crafting as an in game JOB. A way to make money to support yourself. Now beings crafting to some is a lame job maybe soe should offer more jobs. Questing became the adventurers JOB to earn a living and supporet themselves. Now that is being taken away  maybe some new JOBS could be added to supplement. If soe want to worry about the economy they should expand it to fit all who are involved in it. Maybe soe could create jobs for everyone. For those who like to harvest they could be employed as miners who at the end of the day report to the miner and recieve money based on thier haul. There could be jobs protecting the city for the ones who jsut want to kill things. Overall what i am trying to say is allow for all to contribute to the ecomomy and take from it also, and those who work harder at it will prosper more than those who dont.</P> <P>I would also like to see more decent armor quests also.</P>

Enko
04-02-2005, 01:04 PM
<DIV>As an adventurer I rely a lot sometimes on quested items such as jewelery and armor. On my server there is hardly any armor/weapons/jewelery that's made by tradeskillers. Most of them only make items that are for the higher lvl people. Its a rare site that you'll see any decent items made by tradeskillers up on the broker. When this goes into effect it will drain the life out of the game for me. The way SOE seems to work is they implament great things into the game and then drag in a ton of nerfs that seriously screw over a lot of people.</DIV>

Havlen
04-02-2005, 02:59 PM
Pure adventurers will probably make more money after the patch, not less, as I think many of the pure adventurers don't spend as much time afk online 'selling' and the patch will also allow offline selling of items. Bear in mind, the change to quest items is probably because of the change to offline selling -- they are reducing the number of items coming into the market to offset the extra new items that will be on the market because of offline selling. While I don't particularly care for some of their changes (like making all items attunable) I must admit that they have a relatively healthy economy.  At lvl 44 I'm usually out of money (meaning I float between 5gp and 50gp).   At  the same level in other games I was pretty much rich.   I just wish there was more goodness to spend the mula on -- or really, more goodness to spend status on since status is just about useless to me (a dirge) since a mount woud just end up probably slowing me down. <div></div>

MCook
04-07-2005, 01:50 AM
<BR> <BLOCKQUOTE> <HR> standupwookie wrote:<BR>Supposedly, with the next update, quested reward items will not be tradeable.<BR><BR>Currently, no mobs drop coin.  They will sometimes drop vendor fodder, and rarely a chest with some kind of loot inside (which still can be sold).<BR><BR>But, if you look at the pricing of objects on the Auction House, and compare that with what you can make JUST by selling loot drops, you are going to be on the short end of the stick financially.<BR><BR>I have sold a bunch of quest rewards (level 25 as of now) and with that money I bought upgrades to some of my spells.  There is just no way I can afford these spells selling "boiled leather" or other obvious vendor fodder loot.  The stuff I get at my level sells for about 2-5 silver (items mind you) and the mob trash (maggots or locks of oily hair) can sell for a silver a piece.  Its rare that mobs drop loot...not really rare, but you dont go out saying "well, ill get a chest here in the next minute or so..."<BR><BR>I dont enjoy tradeskills.  I dont want to do them, I dont want to even be a "gatherer".  I prefer a pure, old fashioned adventurer, hacking my way through monsters, doing quests, AND selling anything I cannot use to help maintain my equipment/spells VS level.<BR><BR>I say, thank god for the Armor Quests, because without them I would not be wearing much.<BR><BR>But if/when this goes live it will take a considerable chunk out of my pocketbook.  Everything is overpriced...heck, an adept I healing spell can cost from 1-6 gold.  How am I supposed to make that money?<BR><BR>I dont want to be forced into becoming a "gatherer", hoping for a rare piece of coral or whatnot that I can sell to some crafter....to me, hacking at a stick of wood or a rock is a big waste of time.<BR><BR>Mobs dont drop money, and (as with every other game) NPC vendors pay squat for quest items.<BR><BR>Dont screw the pure adventurer.  <BR><BR><BR>SUW<BR><BR><BR> <HR> </BLOCKQUOTE> <P><BR>I totally agree with this guy.  Quest items is how I make most of my money too.  I find tradeskilling very monotonous.  I do harvest, but people sell harvested stuff on the market way to low to even make it worth while.  What idiot sells harvested items for less than 25c, you are wasting your time if you do.  NPCs don't pay nearly enough for what you had to go through to get that particular No-Trade item. </P> <P> I enjoy this game because of the D&D feel to it, but then again in D&D you could sell anything that you looted and monsters actually dropped coin unlike EQ2 (well I haven't seen any coin on monsters yet, heard of rumours, but i'll call it BS till I see it for myself).  What is the point of going out questing if you can't sell your quested loot for good coin?  The whole purpose of questing is to gain xp and to get some *$%#&! good quest loot.  Well once you've reached the highest lvl you can get, the only thing left is to go questing for quest loot so you can get richer, but what is the point in that if you can't sell your loot for a good price?</P> <DIV>Please, Please get rid of the No-Trade otherwise there isn't much point in even playing.</DIV>