View Full Version : Could you please nerf dungeons? Please...
adaman
12-30-2005, 02:27 AM
<DIV>The life of new players: ding fast 15/20, then begin to spend time in stormhold, then Varsoon, then Runnyeye... Just named hunt, no care of other game aspects. I normally see in my guild that a group of 3/4 people can loot around 4/5, 8 masters and lot of legendary in an hour or two... I know someone can find it funny, or a good reward, but I really am not one of those.</DIV> <DIV> </DIV> <DIV>Broker are full of master, in splitpaw there are 146 pages of masters on sale, how about your server? Masters valuated from 5g for a level 20 to 25g for a 40... I'm sure devs have considered <FONT color=#ffff00>how much useless will become</FONT> (or actually are?) low-tier alchemist, sage and jewelers.</DIV> <DIV>Why to pay much gold for a legendary and more gold to pay a crafter work for a trash adept III when I can afford a MASTER I for ONE-THIRD of the price?</DIV> <DIV> </DIV> <DIV>It's also nice to see how all named in every zone, dof too, have a regular camper: the Cackler, the Drunk, the gatecaller in Cleft of Rujarks, Ruquya Hadril, Seared and all the goblins at pof... game for most people is just named camp, ok, everyone can use their time as they like, but isnt this a mmorpg? It's sad to see how the game encourage to do that from the start...</DIV> <DIV> </DIV> <DIV>Last, when I begin to play (only from April), I *was* thinking that the only good way to make money is to spent time in work, was <STRONG>earn money with my crafter work,</STRONG> crafter = work = earn money with work, well I see that now I'm totally wrong: I have earned more plat in a week of chest farm than a L60 sage in my guild in a month... (I cannot believe that some hours of istances are more remunerative than 60 levels of crafting...)</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Like it or leave it?</DIV> <DIV> </DIV> <DIV>Well, I dont think that things will change pressing escape (and I am not a scout btw). I like the game and I prefer to stand and fight (or stand and :whine: if u like to say that) and and try to do something. So here I am... Maybe a sad player, but still a proud player of this game...</DIV> <DIV> </DIV> <DIV>Thus, some suggestion I'd like to discuss here with others players:</DIV> <DIV><FONT color=#ff00ff></FONT> </DIV> <DIV><FONT color=#ff00ff>DROP</FONT>: Decrease a lot metal drop, you can instead increase legendary rate: let those sparkling - glowing - glimmering and so on things to be drop, so players will still see someting valuable and masters/A3 rare items will return what they were, RARES!</DIV> <DIV>If I mine and get a rare it's most times a lambent stone, but if I kill a named and it's a legendary chest I always get a cobalt cluster... why?</DIV> <DIV>A numeric example: on 20 chest drop, let only 1 time to be metal, 3 a legendary-cluster chest, 6 a legendary-extract item chest, others 10 normal drop with treasured adept/items. (a stupid example but it works to understand the main idea)</DIV> <DIV> </DIV> <DIV><FONT color=#ff00ff>NAMED</FONT>: Put QUEST-related named as NO DROP, or please, suggest some other solution... In this way, quester will and can do quest, farmers will farm, campers will camp without disturbing players who like to enjoy the game in others way... Or give them a crapt loot table to discourage farmers and campers to steal them...</DIV> <DIV> </DIV> <DIV><FONT color=#ff00ff>MONEY</FONT>: 30 mins in silent city / pof and so on will bring almost a plat in cash, got a lot of those body drop valued 8/13 gold each. I wonder WHY let players make money so easy AND make crafter leveling fasters.</DIV> <DIV>I means: crafted legendary and non items value few gold now, golds are a lot easier to make... isnt a counter-sense? (hoping this is a correct translation).</DIV> <DIV>Please decrease a little doby-drop value, or, really, <STRONG>make crafting more difficult!</STRONG> (and I prefer this solutions, less crafter that have worked hard...)</DIV> <DIV>(for example thanks to recent changes I have bring my armorer from L18 to 32 in only one week, and I haven't find it funny, too easy, less satisfaction... no fun :-/ )</DIV> <DIV> </DIV> <DIV><FONT color=#ff00ff>DUNGEONS/AREAS</FONT>: I'm sad to see in my guild that newcomers are encouraged to hunt named in dungeons, level, camp named, loot, more named hunts and then move to a better dungeon than enjoy all the aspects of the game. Why?</DIV> <DIV>Dont misunderstand me, I see players in my guild who normally play only 1/2 hours in a week that, thanks to this dungeon changes now can enjoy the game better than before, and I am happy for them.</DIV> <DIV>But others players, players who can play often, are now are only interested to farm named in stormhold/varsoon/runnyeye/cazic... Hard to ask and to tell them the value of heritages, writs, quests... Do you think that this is good? Any suggestion? Decreasing a little the drops is a solutions, any other ideas... ?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Last: I really enjoy the game and many of the changes done before, *many* but not ALL.</DIV> <DIV>IMHO something is going worst and need to step back or to be correct, so... please, let me know what u think.</DIV> <DIV> </DIV> <DIV>English is not my first tongue, please excuse me if someting isn't write in a good english.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Adaman, Splitpaw server</DIV><p>Message Edited by adaman on <span class=date_text>12-29-2005</span> <span class=time_text>10:42 PM</span>
adaman
12-30-2005, 02:53 AM
<DIV>Forgot another example:</DIV> <DIV> </DIV> <DIV><FONT color=#ff00cc>ISLE OF REFUGES</FONT></DIV> <DIV><FONT color=#ffffff>When I created my templar 8 months ago I was, (sry if I use always the same word) encouraged to group, to reach some goals: The great Rockbelly was impossible to do in solo or for 2/3 person without an healer, and so was the so-feared Sharkfin.</FONT></DIV> <DIV><FONT color=#ffffff>Now I have see that all named are soloable, no up arrows why make em so easy? Killed em all in solo, just grouped with another fighter for the orc in cave...</FONT></DIV> <DIV><FONT color=#ffffff></FONT> </DIV> <DIV><FONT color=#ffffff>Thus, here's what a newbie learn will learn from the isle: with the merchant gear and in solo you are good to do almost all, no need to interact with others players.</FONT></DIV> <DIV> </DIV> <DIV>Good lesson isle, good lesson...</DIV><p>Message Edited by adaman on <span class=date_text>12-29-2005</span> <span class=time_text>10:55 PM</span>
As I posted in another thread, it's not the loot causing the problems, its the farmers. You won't stop it. <div></div>
Juravael
12-30-2005, 05:25 AM
Magus, I agree 100%. I've been on the AB Server for over a year now and it has really started to get bad with the farmers there :smileymad:
its a major accomplishment for casual players to get gear like thisim inbetween casual and hardcore. and i hardly found it rewarding beforebut now that im getting all this great gear. i feel that iv accomplished something and i want to continueits actaully fun to play, instead of it being such a big grind<div></div>
Cowdenic
12-30-2005, 05:30 AM
<P>Because crafters need all the loot in the game, and then complain about the price of harvestables, and then they complain about grind time so their xp is raised. </P> <P>Guess what, crafted gear is a stepping stone. If you cant make money selling your crafted goods then maybe you should not try to charge 10 -12 times the cost of an item to produce for sale.</P> <P>Crafters, you have made your bed with your ridiculous prices, now sleep in it.</P> <P>SoE, Bravo on raising drop rates in lower zones. Your foresight on making gear and spell drops easier on the lower levels will encourage people to make alts and keep new players encouraged to play. It will make servers swell with people of all levels. </P> <P>BRAVO.</P>
Cowdenic
12-30-2005, 05:43 AM
Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels.
Alevyan
12-30-2005, 06:01 AM
<span><blockquote><hr>Cowdenicus wrote:<p>Because crafters need all the loot in the game, and then complain about the price of harvestables, and then they complain about grind time so their xp is raised. </p> <p>Guess what, crafted gear is a stepping stone. If you cant make money selling your crafted goods then maybe you should not try to charge 10 -12 times the cost of an item to produce for sale.</p> <p>Crafters, you have made your bed with your ridiculous prices, now sleep in it.</p> <p>SoE, Bravo on raising drop rates in lower zones. Your foresight on making gear and spell drops easier on the lower levels will encourage people to make alts and keep new players encouraged to play. It will make servers swell with people of all levels. </p> <p>BRAVO.</p> <div></div><hr></blockquote> Well said, crafters have controlled the market for too long, and giving some of it to the adventurers is a good move. I'm a hardcore player on the AB server, sure its somewhat frustrating that people camp these areas for hours on end, but penultimately: There are other ways to play the game. Increasing the master drop rate lets casual players get their hands on good loot for less. </span><div></div>
adaman
12-30-2005, 01:17 PM
<P>Before craft nerf, I remember only 2 armorers on my server. They choose the price for their gear, no real competition. They were the only who used much, much of their time to level in crafting. They earn their position, because they work hard to reach that. </P> <P>Pre-dof my outfitter was only 16, never used time in crafting, only in quest/farm. I was worried to see how much cost an ebon armor piece, but -hey- I was able everytime to stop questing and begin to craft to create a new competitor. Never done that, so, it was mine problem.</P> <P>If it is true that crafters have build their bed with our money, it is also true that they always find players that pay the money they ask and players who never care about leveling their crafter.</P> <P>I still think that putting a rain of master/legendary and teach new players just to camp named is not a good...</P> <P>I agree with Cowdenicus when he said that players are encouraged to create an alt to play those low-level zone and thus keep an high popolation at every level, that's a good point.</P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by adaman on <span class=date_text>12-30-2005</span> <span class=time_text>09:28 AM</span>
Cowdenic
12-30-2005, 01:20 PM
<BR> <BLOCKQUOTE> <HR> adaman wrote:<BR> <P>Before craft nerf, I remember only 2 armorers on my server. They choose the price for their gear, no real competition. They were the only who used much, much of their time to level in crafting. They earn their position, because they work hard to reach that. </P> <P>Pre-dof my outfitter was only 16, never used time in crafting, only in quest/farm. I was worried to see how much cost an ebon armor piece, but -hey- I was able everytime to stop questing and begin to craft to create a new competitor. Never done that, so, it was mine problem.</P> <P>If it is true that crafters have build their bed with our money, it is also true that they always find players that pay the money they ask and players who never care about leveling their crafter.</P> <P>I still think that putting a rain of master/legendary and teach new players just to camp named is not a good...</P> <P> </P> <BR> <HR> </BLOCKQUOTE> <P><BR>I mean because in an MMO we should discourage grouping, we should discourage Risk vs Reward, and only the goodies should go to the crafters right?</P> <P>Players paid it before because there was no choice, now on the other hand there is a choice. Go take on the dungeons and try to gear up, or pay exorbient crafter fees. Guess I may have to turn off xp for a while and see where this goes.</P>
adaman
12-30-2005, 01:42 PM
<DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote: <P><BR>I mean because in an MMO we should discourage grouping, we should discourage Risk vs Reward, and only the goodies should go to the crafters right?</P> <P><BR></P> <HR> </BLOCKQUOTE><BR>Actually grouping is very discouraged: dungeons are full of hunter who can kill green named, loot, then move to camp another named (poor lord Androus...), because they know the can get great gear in solo and with few time. Thus, I really dont see risk vs reward, no really risk and great reward is the game choice...</DIV> <DIV> </DIV> <DIV>I never care so much about crafting monopolism, why are you so upset about that? But maybe you are right that now there is an alternative for all players than paying their price (well, also level your crafter was an alternative, if you have time to play).</DIV> <DIV> </DIV>
Cowdenic
12-30-2005, 01:54 PM
<BR> <BLOCKQUOTE> <HR> adaman wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote: <P><BR>I mean because in an MMO we should discourage grouping, we should discourage Risk vs Reward, and only the goodies should go to the crafters right?</P> <P><BR></P> <HR> </BLOCKQUOTE><BR>Actually grouping is very discouraged: dungeons are full of hunter who can kill green named, loot, then move to camp another named (poor lord Androus...), because they know the can get great gear in solo and with few time. Thus, I really dont see risk vs reward, no really risk and great reward is the game choice...</DIV> <DIV> </DIV> <DIV>I never care so much about crafting monopolism, why are you so upset about that? But maybe you are right that now there is an alternative for all players than paying their price (well, also level your crafter was an alternative, if you have time to play).</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I have the time to get a crafter up to 60, heck maybe 2 or 3. I have no desire to. If they made it so I had to have a crafter to compete I would leave the game first.</P> <P>I personally do not think that Heroic nameds should be dropping masters all the time, Legendary sure, Masters rarely. or if they do drop Masters it should be spell only.</P>
Timesquare
12-30-2005, 02:40 PM
<DIV> <P><BR> </P> <HR> <P>I personally do not think that Heroic nameds should be dropping masters all the time, Legendary sure, Masters rarely. or if they do drop Masters it should be spell only.</P> <BR> <HR> </DIV> <DIV> </DIV> <DIV>so you saying master gears should only drop from epics?</DIV> <DIV>wow , so theres no optional at all on buying items isn't it? why not adding all fabled gears are no-trade instead to your comment ?</DIV> <DIV>A : players spent their time camping/farming master items </DIV> <DIV>B: players got luck winning master items from groups and willing to sell out</DIV> <DIV>C: players spent their time earning/savings and willing to pay money for master items </DIV> <DIV> </DIV> <DIV>i don't see anything wrong here</DIV><p>Message Edited by Timesquare on <span class=date_text>12-30-2005</span> <span class=time_text>01:41 AM</span>
Cowdenic
12-30-2005, 06:07 PM
<BR> <BLOCKQUOTE> <HR> Timesquare wrote:<BR> <DIV> <P><BR> </P> <HR> <P>I personally do not think that Heroic nameds should be dropping masters all the time, Legendary sure, Masters rarely. or if they do drop Masters it should be spell only.</P> <BR> <HR> </DIV> <DIV> </DIV> <DIV>so you saying master gears should only drop from epics?</DIV> <DIV>wow , so theres no optional at all on buying items isn't it? why not adding all fabled gears are no-trade instead to your comment ?</DIV> <DIV>A : players spent their time camping/farming master items </DIV> <DIV>B: players got luck winning master items from groups and willing to sell out</DIV> <DIV>C: players spent their time earning/savings and willing to pay money for master items </DIV> <DIV> </DIV> <DIV>i don't see anything wrong here</DIV> <P>Message Edited by Timesquare on <SPAN class=date_text>12-30-2005</SPAN> <SPAN class=time_text>01:41 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>Yes I am saying that Fabled Gear should only drop off of Epic creatures or Named Heroic Creatures in instances with longer lockouts.</P> <P> Master Spells can drop off of Named Heroics and that is fine. Legendary armor can drop off of Named Heroics and that is cool also. Rares again the same. </P> <P>That is just the thing, there has to be something higher to attain than what you get theoretically from just a 6 man group. That should be Fabled Armor and rarely Mythical Items / Artifacts. </P> <P>And just because somebody (think hardcore raid guilds here) wins something that the guild dont need that it wont see a broker. My guild regularaly farms fabled gear out to the broker. </P> <P>If you disagree with this assessment tell me why you who may be able to solo a Heroic named, should be able to earn the same as a dedicated 24 man team for much less effort and risk.</P>
Mabes
12-30-2005, 08:48 PM
<P>I personally would like to see high level food and drink appear in drops, as that's the only thing that's outrageosly overpriced on my server. And as far as master chest drop rate goes, I think it's fine, as I check everyday for lvl 50+ templar master I's, and never come up with more than a page worth.</P> <P>I don't think it's the drop rate that's a problem, but rather the botters farming for them.</P>
Carna
12-30-2005, 09:15 PM
<blockquote> <hr > Last, when I begin to play (only from April), I *was* thinking that the only good way to make money is to spent time in work, was earn money with my crafter work, crafter = work = earn money with work, well I see that now I'm totally wrong: I have earned more plat in a week of chest farm than a L60 sage in my guild in a month... (I cannot believe that some hours of istances are more remunerative than 60 levels of crafting...) <hr > </blockquote> <p> Because god forbid that the primary focus of the game should be on adventuring, questing and dungeon crawling as opposed to weaving and knitting. </p>
adaman
12-30-2005, 09:19 PM
<BR> <BLOCKQUOTE> <HR> Mabes wrote:<BR> <P>I personally would like to see high level food and drink appear in drops, as that's the only thing that's outrageosly overpriced on my server. And as far as master chest drop rate goes, I think it's fine, as I check everyday for lvl 50+ templar master I's, and never come up with more than a page worth.</P> <P>I don't think it's the drop rate that's a problem, but rather the botters farming for them.<BR></P> <HR> </BLOCKQUOTE> <DIV>We are not talking about 50+ drops, but those of lower levels in "new" dungeons.</DIV> <DIV>Decreasing a little that exceptional metal chance is a good solution to discourage the "play-only-to-loot" in those areas (discourage bot too).</DIV>
Carna
12-30-2005, 09:23 PM
<blockquote> <hr > We are not talking about 50+ drops, but those of lower levels in "new" dungeons. <hr > </blockquote> <p> What level are you? </p>
adaman
12-30-2005, 09:24 PM
<BR> <BLOCKQUOTE> <HR> Carnagh wrote:<BR> <BLOCKQUOTE>Because god forbid that the primary focus of the game should be on adventuring, questing and dungeon crawling as opposed to weaving and knitting. </BLOCKQUOTE> <HR> </BLOCKQUOTE>I'd like to see more adventureres or questers, too bad that new players learn that only farm and name camp is a good and remunerative way to play...<BR>
Carna
12-30-2005, 09:30 PM
<blockquote> <hr > I'd like to see more adventureres or questers, too bad that new players learn that only farm and name camp is a good and remunerative way to play... <hr > </blockquote> <p> Awww I'm sorry mate, I sold you short. I didn't realise it was the moral fibre of the new player you were concerned about. I thought you were merely a high level [expletive haxx0red by Raijinn] retentive that wanted to pull the drawbridge up and nerf the gameplay of the new players and forced into the crafting as a means of progress. </p> <p> Guess I had you all wrong. </p> <p> It's good to know we have people like you looking out for the new player ensuring their gameplay is fun and exciting. Thanks for the public service. </p>
Timesquare
12-30-2005, 09:51 PM
<P>i know what you trying to say , but camping named for items is also part of the game</P> <P>as an example , you've do scorn( roost ) X times , you've done Poet Palace X times . do you call yourself a farmer as well?</P> <P>well not just those 2 instance , but others</P> <P>so from here i'm trying to point out is , just relax , have fun , enjoy your game play . IF the farmers didn't KS you then i think its ok to let them . on another side , you or others get a wider option on buying master spells and items don't ya? and some might be even cheaper than buying adept 1</P>
adaman
12-30-2005, 11:27 PM
<BR> <BLOCKQUOTE> <HR> Carnagh wrote:<BR> <BLOCKQUOTE> <HR> I'd like to see more adventureres or questers, too bad that new players learn that only farm and name camp is a good and remunerative way to play... <HR> </BLOCKQUOTE> <P>Awww I'm sorry mate, I sold you short. I didn't realise it was the moral fibre of the new player you were concerned about. I thought you were merely a high level [expletive haxx0red by Raijinn] retentive that wanted to pull the drawbridge up and nerf the gameplay of the new players and forced into the crafting as a means of progress.</P> <P>Guess I had you all wrong.</P> <P>It's good to know we have people like you looking out for the new player ensuring their gameplay is fun and exciting. Thanks for the public service.</P><BR> <HR> </BLOCKQUOTE><BR> <DIV>Thank you for your contribute in my public service, how about now stop caring about ME and try to say if what I write is wrong or not... ?</DIV>
OddAngel
12-30-2005, 11:46 PM
<BR> <BLOCKQUOTE> <HR> Timesquare wrote:<BR> <P>i know what you trying to say , but camping named for items is also part of the game</P> <P>as an example , you've do scorn( roost ) X times , you've done Poet Palace X times . do you call yourself a farmer as well?</P> <P>well not just those 2 instance , but others</P> <P>so from here i'm trying to point out is , just relax , have fun , enjoy your game play . IF the farmers didn't KS you then i think its ok to let them . on another side , you or others get a wider option on buying master spells and items don't ya? and some might be even cheaper than buying adept 1</P><BR> <HR> </BLOCKQUOTE> <P>Actually, I would say camping nameds for items is not part of the game. It's different camping for quests and camping for loot. </P> <P>The problem is that when nameds are perma-camped by farmers, then others cannot either get that named, or get the dropped from the named. Soon we will be back to EQ1, where you have to get permission from the perma-camper, then get on "the list" to get your turn at the drop. I don't think anyone wants that. </P> <P>One of the goals of this game at the start was to eliminate such camping, which was rampant and a huge problem in EQ1.</P> <P>I too think there should be increasing rewards for harder encounters. Where is the value in trying harder content if there is no increased reward? A raider SHOULD get better rewards than anyone else(and no, I do not raid), a person who groups and take on difficult content SHOULD get better rewards than a soloer, and a soloer who takes on diffucult content SHOULD get better rewards than the guy running around killing green mobs 9 levels below them. </P> <DIV>There also needs to be a balance between drops and crafted items. You should be able to get rare items in drops, but you should also be able to craft items that are attractive and desired by others. </DIV> <DIV> </DIV> <DIV>As for the person complaining about the markup of crafters, I have a question... exactly what is the markup of that legendary item that is selling for 1p+ on the vendor? How muchwass spentin getting that? Are you charging 1p because that is what everyone else does, or would you be better off charging 20g, because that is a "fair" markup?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
Raage
12-31-2005, 12:10 AM
<P>I'd love to see a lock out timer on the named mobs. 1hr, 2hr, 30 mins whatever. So that jaggoff who is perma-camping the Overseer will have to go find some other way to spend their day. It seriously took me like 3 days to get this guy, and it was simply because he was being camped by a guildie of mine and he actually responded to my request to kill it (that and I wasn't willing to sit there and camp him. There is too much to do in this game to sit around for 13-15 mins waiting for one mob to pop for hours, upon HOURS, UPON HOURS). </P> <P> </P> <P> </P>
SkarlSpeedbu
12-31-2005, 12:21 AM
<DIV>I say nerf everything, farmers, master drops, crafters, adventurers, loot, breathing, skin products, walking etc. I think you should have to make an agility check every time you take a step forward.</DIV> <DIV> </DIV> <DIV>Beat that!! I want eq2 to be twice....no three times as hard as real life!</DIV>
OddAngel
12-31-2005, 01:34 AM
<BR> <BLOCKQUOTE> <HR> SkarlSpeedbump wrote:<BR> <DIV>I say nerf everything, farmers, master drops, crafters, adventurers, loot, breathing, skin products, walking etc. I think you should have to make an agility check every time you take a step forward.</DIV> <DIV> </DIV> <DIV>Beat that!! I want eq2 to be twice....no three times as hard as real life!</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>You must work for Sony......:smileywink:</DIV>
NightGod473
12-31-2005, 09:36 AM
Heyas Skarl-LTNS. Just ignore him, folks, he's just an angry gnome.<-- Hig from GotK, since you're prolly wonderin =p<div></div>
ginfress
01-01-2006, 01:07 AM
<BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR>Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels. <BR> <HR> </BLOCKQUOTE> <P><BR>Instead of whining you could level a craftsman yourself you know and beat those unfair people in their own game</P> <P>/sarcasm off</P>
Timesquare
01-01-2006, 08:09 AM
<DIV> <P>{Actually, I would say camping nameds for items is not part of the game. It's different camping for quests and camping for loot. </P> <P>The problem is that when nameds are perma-camped by farmers, then others cannot either get that named, or get the dropped from the named. Soon we will be back to EQ1, where you have to get permission from the perma-camper, then get on "the list" to get your turn at the drop. I don't think anyone wants that. </P> <P>One of the goals of this game at the start was to eliminate such camping, which was rampant and a huge problem in EQ1.}</P> <P><FONT color=#66ff00>so you get another option , instance don't you for camping? i maybe sound harsh , sorry .</FONT></P> <P>I too think there should be increasing rewards for harder encounters. Where is the value in trying harder content if there is no increased reward? A raider SHOULD get better rewards than anyone else(and no, I do not raid), a person who groups and take on difficult content SHOULD get better rewards than a soloer, and a soloer who takes on diffucult content SHOULD get better rewards than the guy running around killing green mobs 9 levels below them. </P> <P><FONT color=#66ff00>so you saying its pointless of adding fabled gears or spells on solo mob? jeez , maybe my english is so bad that i really don't get your point here , and yes i am a raider+soloer+famers(including instance zones)</FONT></P> <DIV>There also needs to be a balance between drops and crafted items. You should be able to get rare items in drops, but you should also be able to craft items that are attractive and desired by others. </DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>hmm , balance ? on stats ? drops? you don't see every guy running around with fabled items now a days do ya? nor every players with legendary crafft gears . i still find legendary craft items attractive , don't you? if you saying this again , what's the point adding fabled gears? besides i was more on pointing out on master spells</FONT> </DIV> <DIV> </DIV> <DIV>As for the person complaining about the markup of crafters, I have a question... exactly what is the markup of that legendary item that is selling for 1p+ on the vendor? How muchwass spentin getting that? Are you charging 1p because that is what everyone else does, or would you be better off charging 20g, because that is a "fair" markup?</DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>1p to vendor? you mean broker?</FONT></DIV> <DIV><FONT color=#66ff00>hmm , the price on the broker is fairly on your desire whether you want to set it high or low , no one asked you to get a rare and producing it into product to sell , then you figure you should try raising the price . but thats your problem & you can do that . But no one asked a players to buy it from you ( crafters ) right? but instead it will give buyers an option on rather he should get a rare and ask others to make them for him/her or they should just buy it off the broker</FONT></DIV> <DIV><FONT color=#66ff00>same thing irl </FONT></DIV> <DIV><FONT color=#66ff00>and i do know what your concern are about , but my point is " options of freedom " ? " wider options " ? for players</FONT></DIV> <DIV><FONT color=#66ff00>so the option about fabled spells/gears on the broker maybe too much , also crafter spells/gears as well as drop items , but still ......an option</FONT></DIV> <DIV><FONT color=#66ff00>besides what is fair to ya? its so hard to define " FAIR " on people , or should we make it " Look " fair ?</FONT></DIV> <DIV><FONT color=#66ff00></FONT> </DIV> <DIV><FONT color=#66ff00>ps. i'm not trying to put a flame in here , just expressing it out</FONT> </DIV> <DIV> </DIV></DIV>
Motown
01-01-2006, 07:56 PM
<BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR>Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. <FONT color=#ff9900><STRONG>Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels.</STRONG> </FONT> <BR> <HR> </BLOCKQUOTE> <P>Do you seriously believe anyone is going to make your Golden Monkey for 3s32c each? That many will value their time such that obtaining the raws and spending an hour making a stack for 60-odd silver at tier 5 represents an attractive use of their time? That an armourer will get themselves to level 29, purchasing the required books along the way, get the materials together, make a chainmail coat and devote vault space for 8 silver?</P> <P>Seriously?</P> <P>Dependant? Are you so bereft of options in-game that you must depend on a crafter? You are unable to achieve anything without the aid of a crafter? That if crafted goods disappeared tomorrow, all play would grind to a halt? Or do you mean items exist in-game that you should be able to have for 50% of the fuel cost invested in it regardless of whatever else may have been involved in producing that item? Or, in simpler terms, "others should be made to make me gear for what I want to pay for it"?</P> <P>I suppose you want a pony too? :smileytongue:<BR></P>
Carna
01-01-2006, 09:41 PM
<blockquote> <hr > Thank you for your contribute in my public service, how about now stop caring about ME and try to say if what I write is wrong or not... ? <hr > </blockquote> <p> I did, as anybody who isn't semi-autistic understood. </p>
Beebl
01-02-2006, 10:02 AM
<BR> <BLOCKQUOTE> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR>Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels. <BR> <HR> </BLOCKQUOTE> <P><BR>lol.. this is kinda funny. If you don't like the price, don't pay it. Go out and camp a mob for a compairable droped item. Tradeskill items are only worth what someone will pay for them. I could list all my ironwood items at 15p+ but that does not mean they would sell. 9 Times out of 10 you will get a better deal from a crafter if you send an email and/or a tell and provide the rare raw. Those crafters that list items on the broker do so for a profit. I price my goods on the broker for a larger profit then I make off orders people send me.</P> <P>Fuels for a T6 ironwood combine cost me around 4-5g. This may sound stuck up (i don't mean it to but it will come out that way) but my time is worth more then 50% over cost of fuels to me. I can go out and kill random mobs and make more money in the time it takes to craft an ironwood weapon.</P> <P>You can get items from mobs OR you can pay a crafter to make you one. You buy one from a crafter to save yourself the time of making a crafter or camping a mob for an item. No one is forcing you to buy them. Don't like the price, make a crafter of your own or just don't buy it.</P></BLOCKQUOTE>
ginfress
01-02-2006, 11:45 AM
<BR> <BLOCKQUOTE> <HR> Beebles wrote:<BR><BR> <BLOCKQUOTE> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR>Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels. <BR> <HR> </BLOCKQUOTE> <P><BR>lol.. this is kinda funny. If you don't like the price, don't pay it. Go out and camp a mob for a compairable droped item. Tradeskill items are only worth what someone will pay for them. I could list all my ironwood items at 15p+ but that does not mean they would sell. 9 Times out of 10 you will get a better deal from a crafter if you send an email and/or a tell and provide the rare raw. Those crafters that list items on the broker do so for a profit. I price my goods on the broker for a larger profit then I make off orders people send me. <FONT color=#ff0000>If i would use my normal non broker price on the broker my stuff would be bough and resold in under a minute. I always say the lazy people buy from the broker and pay a higher price, know some tradeskillers and your buying costs drop down a lot. It just takes an adventurer a bit more time then so if you dont want to invest time then buy from the broker and pay a high price.</FONT></P> <P>Fuels for a T6 ironwood combine cost me around 4-5g. This may sound stuck up (i don't mean it to but it will come out that way) but my time is worth more then 50% over cost of fuels to me. I can go out and kill random mobs and make more money in the time it takes to craft an ironwood weapon.</P> <P>You can get items from mobs OR you can pay a crafter to make you one. You buy one from a crafter to save yourself the time of making a crafter or camping a mob for an item. No one is forcing you to buy them. Don't like the price, make a crafter of your own or just don't buy it.</P></BLOCKQUOTE><BR> <HR> </BLOCKQUOTE><BR>
Cowdenic
01-02-2006, 10:51 PM
<BR> <BLOCKQUOTE> <HR> Beebles wrote:<BR><BR> <BLOCKQUOTE> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR>Can you please nerf crafters, please. I dont like having to depend on them for fair gear at exorbient prices. Can you put a price cap on anything they sell in the game so that they cannot sell it for say 50% over cost of fuels. <BR> <HR> </BLOCKQUOTE> <P><BR>lol.. this is kinda funny. If you don't like the price, don't pay it. Go out and camp a mob for a compairable droped item. Tradeskill items are only worth what someone will pay for them. I could list all my ironwood items at 15p+ but that does not mean they would sell. 9 Times out of 10 you will get a better deal from a crafter if you send an email and/or a tell and provide the rare raw. Those crafters that list items on the broker do so for a profit. I price my goods on the broker for a larger profit then I make off orders people send me.</P> <P>Fuels for a T6 ironwood combine cost me around 4-5g. This may sound stuck up (i don't mean it to but it will come out that way) but my time is worth more then 50% over cost of fuels to me. I can go out and kill random mobs and make more money in the time it takes to craft an ironwood weapon.</P> <P>You can get items from mobs OR you can pay a crafter to make you one. You buy one from a crafter to save yourself the time of making a crafter or camping a mob for an item. No one is forcing you to buy them. Don't like the price, make a crafter of your own or just don't buy it.</P></BLOCKQUOTE><BR> <HR> </BLOCKQUOTE> <P><BR>Beebles, My fellow Horde member. I am not talking about you and I guess I generalized a bit. That being said, 15 - 20 gold a combine does seem steep for anything. </P> <P>X</P>
OddAngel
01-03-2006, 02:02 PM
<FONT color=#ff0000></FONT><BR> <BLOCKQUOTE> <HR> Timesquare wrote:<BR> <DIV> <P>{Actually, I would say camping nameds for items is not part of the game. It's different camping for quests and camping for loot. </P> <P>The problem is that when nameds are perma-camped by farmers, then others cannot either get that named, or get the dropped from the named. Soon we will be back to EQ1, where you have to get permission from the perma-camper, then get on "the list" to get your turn at the drop. I don't think anyone wants that. </P> <P>One of the goals of this game at the start was to eliminate such camping, which was rampant and a huge problem in EQ1.}</P> <P><FONT color=#66ff00>so you get another option , instance don't you for camping? i maybe sound harsh , sorry .</FONT></P> <P><FONT color=#ff0000>Unfortunately, this is not always the case. EQ2 has done many things to reduce the time needed to camp a mob to get a drop (its not perfect, but improved over EQ1). But there are more and more farmers/perma-campers who are making it hard on others - -especially when there is no other option/instance for the drop.</FONT></P> <P>I too think there should be increasing rewards for harder encounters. Where is the value in trying harder content if there is no increased reward? A raider SHOULD get better rewards than anyone else(and no, I do not raid), a person who groups and take on difficult content SHOULD get better rewards than a soloer, and a soloer who takes on diffucult content SHOULD get better rewards than the guy running around killing green mobs 9 levels below them. </P> <P><FONT color=#66ff00>so you saying its pointless of adding fabled gears or spells on solo mob? jeez , maybe my english is so bad that i really don't get your point here , and yes i am a raider+soloer+famers(including instance zones)</FONT></P> <P><FONT color=#ff0000>I don't understand - where did I say it was pointless??? Several people in this forum have implied that they want fabled items to drop of solo mobs as often as raid mobs. I simply am saying that this should not happen. Yes, a rare drop of a solo mob is fine, but the rate should be much less tthan more difficult encounter. In other words, harder content should give improved chance of higher reward,</FONT></P> <DIV>There also needs to be a balance between drops and crafted items. You should be able to get rare items in drops, but you should also be able to craft items that are attractive and desired by others. </DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>hmm , balance ? on stats ? drops? you don't see every guy running around with fabled items now a days do ya? nor every players with legendary crafft gears . i still find legendary craft items attractive , don't you? if you saying this again , what's the point adding fabled gears? besides i was more on pointing out on master spells</FONT> </DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Well the point is simply this- many crafter are saying that crafted gear is not as attractive/useful. I don't know if this is true or not as I am not a crafter. Again, people in this forum say things like "dropped gear should be better - I don't want to depend on crafters" or "crafters can't compete with dropped gear since dropped gear is better." I simply was taking the middle ground, and saying that both need to have value. However, I would agree that if anything crafted is non-legendary, then most of the time dropped gear is better.</FONT></DIV> <DIV> </DIV> <DIV>As for the person complaining about the markup of crafters, I have a question... exactly what is the markup of that legendary item that is selling for 1p+ on the vendor? How muchwass spentin getting that? Are you charging 1p because that is what everyone else does, or would you be better off charging 20g, because that is a "fair" markup?</DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>1p to vendor? you mean broker?</FONT></DIV> <DIV><FONT color=#66ff00>hmm , the price on the broker is fairly on your desire whether you want to set it high or low , no one asked you to get a rare and producing it into product to sell , then you figure you should try raising the price . but thats your problem & you can do that . But no one asked a players to buy it from you ( crafters ) right? but instead it will give buyers an option on rather he should get a rare and ask others to make them for him/her or they should just buy it off the broker</FONT></DIV> <DIV><FONT color=#66ff00>same thing irl </FONT></DIV> <DIV><FONT color=#66ff00>and i do know what your concern are about , but my point is " options of freedom " ? " wider options " ? for players</FONT></DIV> <DIV><FONT color=#66ff00>so the option about fabled spells/gears on the broker maybe too much , also crafter spells/gears as well as drop items , but still ......an option</FONT></DIV> <DIV><FONT color=#66ff00>besides what is fair to ya? its so hard to define " FAIR " on people , or should we make it " Look " fair ?</FONT></DIV> <DIV><FONT color=#66ff00></FONT> </DIV> <DIV><FONT color=#ff0000>No, you missed my point. I don't have any problem with the broker and people selling as it works now. In fact, I agree with you. I was simply asking - rhetorically - the person earlier who earlier complained that crafters charged to much for their items. I assumed that he, like most everyone in this game, has found some rare/legendary drop, and immediately put it on the broker at some huge price, i.e 1p. And since he got that drop for free, and is now charging 1p because everyone else is, and he can get someone to buy it at the price, AND since that is a markup of around 1p - AND since he was complaining that there should be price caps on how much a crafter can mark up something they make - the rheotorical question come into play - How much is the markup on that legendary drop you are selling on the broker?. In other words, I am saying their stance is hypocritical....</FONT></DIV> <DIV><FONT color=#66ff00></FONT> </DIV> <DIV><FONT color=#66ff00>ps. i'm not trying to put a flame in here , just expressing it out</FONT> </DIV> <DIV> </DIV></DIV><BR> <HR> </BLOCKQUOTE><BR>
Landiin
01-04-2006, 02:16 AM
<DIV>Could you please breast feed me, its to hard to learn to eat..</DIV>
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