Ultatra
02-13-2005, 07:42 AM
<DIV>Hello,</DIV> <DIV>My biggest concern for the character transfer to Test was the tradeskills. I understand that to make EQ2 a better game, the higher level content needs tested, and all other content needs more testing. So, it makes sense to bring people onto the server, to test...as that is the point of the server.</DIV> <DIV>As I had said, my biggest concern was the tradeskills. What I was worried about, is the fact that having been playing on Test since it was opened, and doing tradeskills since then...</DIV> <DIV><BR>25 Alchemist, 25 Jeweler, and my wife has a 25 Weaponsmith, 20 Armorer, and 24 Carpenter...</DIV> <DIV>My worry was that with the new people who have not had to struggle one bit for their skills...and what do I mean by that? Well, the fact on a proddie server you can buy everything you need to progress...books...items, etc. Not as challenging as having to go and get it yourself...or stopping your experience for weeks so that you can stay in level range of monsters which will/can drop the Advanced books. </DIV> <DIV> </DIV> <DIV>Not to say there are issues with how others have gained their skills, and the ease of being able to buy their components, instead of taking the time to harvest them theirselves...as that is how an economy works.</DIV> <DIV> </DIV> <DIV>So, back to my point...I was not happy about the move only due to my conerns over the tradeskills...and that there would be an influx of people who had already mastered them...which would change the economy on Test...forever. Now...does that really matter in the long run? Probably not...it just made it so our efforts to test on Test, were for nothing...in that we could easily have leveled a crafter on a proddie server, and moved them over...skipping the Testing process. Anyway...so...now the transfers happen, and there is a rather large influx in money on Test...I would be willing to say that there are probably less than 3 people on Test who, up until the move has had a platinum...and probably fewer than that...</DIV> <DIV> </DIV> <DIV>So, there is an influx of money to the server...and items...and tradeskills. So...what happens next? Someone decides to make it so that only people with money can craft...i.e. the transfer people.</DIV> <DIV><BR>What about the rest of us who have been on Test...testing things? </DIV> <DIV><BR>I am not certain to the amount of people moving to Test...but am willing to bet you will be losing a LOT of your testing on Tradeskills...as the current players on Test havent the money to progress in tradeskills...</DIV> <DIV><BR>Yes, there are a few...and I am sure certain players will still craft...although the majority of players who were crafting, will find it a waste of time/effort.</DIV> <DIV>Do I think Tiered fuels is a good idea? Yes<BR>Do I think moving players to Test is a good idea? Yes<BR>What do I think needs to happen?</DIV> <DIV><BR>The sellback of player made items at least needs to be fixed so that players can afford to craft. I dont care about making a profit while crafting, but I sure dont want to go spend my time harvesting, so that I can spend it all on fuel, just to be able to sell my items back at a loss of money.</DIV> <DIV> </DIV> <DIV>I mean...I spend 96cp on a candle, 6cp on some water...so I can make 4 tempers...assuming I make pristine...<BR>From an item I had to spend my time harvesting...</DIV> <DIV><BR>So,<BR>candle 96cp<BR>water 6cp<BR>102cp + harvest ore= 4 Tempers...which sell for 5cp to the vendor? So, I spend 102p to be able to recoupe 15-20cp?<BR>That isnt even counting the time spent harvesting the items to make the temper.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Bottomline is that the sellback value needs to be fixed...</DIV> <DIV> </DIV> <DIV>People pay money to play a game so they can enjoy, and have fun. </DIV> <DIV> </DIV> <DIV>If you went to a store, and had to pay $102to get in the door each time...but that gets you a gift certificate which ranges between $15 and $20...um...would you keep going to that store?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Necessity lvl 30 concerned Test player</DIV> <DIV> </DIV> <DIV>*EDIT* fixed 102 cp...was incorrectly stated 103=)</DIV><p>Message Edited by Ultatra on <span class=date_text>02-14-2005</span> <span class=time_text>01:37 AM</span>