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Message ID: 688
Date: Wed Jul 28 21:55:46 BST 1999
Author: curtis bennett
Subject: Re: Make unique Items part of a quest


Yea, it is a weird element to the game. Another truly bizzarre thing
is how the economy makes no sense at all. You've got merchants who
willingly buy things that have no market value, ie, fish scales. And
will gladly give you money for them. I mean, let's say I've got 100
fish scales in my inventory and walk up to a merchant, he'll buy them
off me with a smile. What's he gonna do with all those fish scales?
Is there some sort of underground trade in fish scales that I'm not
aware of? I don't know how these merchants are making any money.
And those guards. I tell you where they need to be - out patrolling
roads killing hill giants so that people can travel between Qeynos and
Freeport, for example. Travel is just downright treacherous and seems
to discourage adventuring. crazy.
I love the game, don't get me wrong, but it's just plain kooky.
They need to hire me is what they need to do. :)

>HEY! You're absolutely right. And I have an idea. First, improve EQ's
>quest elements, then make unique items like journeyman boots quest
>items. VERY DIFFICULT items could be part of a VERY DIFFICULT quest, but
>that's ok, cause there would be no camping, no kill stealing, and you
>would be doing a lot more exploring and getting experience while doing
>it. And, I think, you'd be having a lot more fun using your brain than
>using the /gesture command (after that 35th level wizard just stole your
>kill for the 3rd time in the same day). What do you think? I mean, isn't
>that why they call it EVERquest?
>
>Saidinn D'iniluki
>Dark Elf Cleric
>Karana server
>
>
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