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Message ID: 3817
Date: Fri Jul 16 21:27:48 BST 1999
Author: Jones, Brian
Subject: RE: Re: Item Values (meta)


Like I said, some people enjoy doing that. A friend from work does it and
makes alot of money doing jewelcraft. You know what my skill trade would
is? Directions. I can tell you how to get anywhere in all of Norrath.
Without looking at maps. Because I like to explore. As a level 3 barbarian
(I know, stupid barbarians!) I found Permafrost before anyone else even
knew about it. Of course an ice giant killed me on the way out :)

So an explorer would be a trade skill, I just can't make money off of it :)

> ----------
> From: silky@...[SMTP:silky@...]
> Reply To: eqbards@onelist.com
> Sent: Friday, July 16, 1999 3:23 PM
> To: eqbards@onelist.com
> Subject: RE: [eqbards] Re: Item Values (meta)
>
> From: silky@...
>
>
> And I am the exact opposite. In UO - all I WAS was a craftsman, and I
> loved
> it.
>
> I'm rather disappointed that the trades are so lacking in EQ.
>
> No one is forcing ANYONE to be a craftsman, but it's a nice switch if
> available.
>
> I like being a craftsman primarily because of the interpersonal
> interaction
> it affords dealing with customers.
>
> I've spent the last week working on various craft skills - I really could
> care less when I get my next level - I'm not in a race with anyone. I'm
> strong enough to walk thru my own homelands pretty much unmolested - that
> was my endgoal on leveling.
>
> As tedious as tradeskills are in EQ - I really, really don't see a problem
> with someone willing to devote that much time earning a few plat - since
> 99% (soon to be 100% I fear) of them are money loosing propositions, and
> most goods aren't needed by players at all.
>
> I don't make you craft - why do some folks think I should HAVE to bash
> monsters - or I am 'wasting' my time not leveling?
>
> I'm sure I WILL level eventually, just in no particular hurry to do so.
>
>
>
> At 01:30 PM 7/16/99 -0500, you wrote:
> >From: "Jones, Brian" <brian.jones@...>
> >
> >Trade skills is what some people want in an MMORPG. That is why I like
> EQ,
> >I don't have to deal with trade skills to make money - I work enough in
> RL,
> >I don't want to play a game and work there too. In all of my years of
> >roleplaying (AD&D, Amber, etc) I don't ever remembering anyone saying 'I
> >don't want to go out and explore and kill stuff, I would rather make
> armor
> >or jewelry!' That is what NPC's did for you.
> >
> >> ----------
> >> From: John Kim[SMTP:kim@...]
> >> Reply To: eqbards@onelist.com
> >> Sent: Friday, July 16, 1999 11:46 AM
> >> To: eqbards@onelist.com
> >> Subject: Re: [eqbards] Re: Item Values (meta)
> >>
> >> From: John Kim <kim@...>
> >>
> >> On Fri, 16 Jul 1999 David.Lynam@... wrote:
> >> >
> >> > john writes:
> >> > >Most people don't realize it, but a lot of the enjoyment of
> >> > >the game is the anticipation just before you loot something -
> >> > >will it or won't it have a nice item? I once modified the
> >> > >source of an RPG so I could start off with the best stuff.
> >> > >It made the game really boring - the item drops didn't matter
> >> > >because I already had the best stuff, so all that was left was
> >> > >endlessly killing monsters for experience.
> >> >
> >> > I think though that if less emphasis were placed on gathering items
> and
> >> > accumulating wealth in EQ, more emphasis would be put on the social
> >> aspect
> >> > of it. I hate to use UO as an example but in this case it serves as
> a
> >> > beautiful example. It just had something EQ missed. When you died
> you
> >>
> >> I don't think EQ has enough infrastructure to survive on a
> >> purely social aspect. There are no player-owned structures,
> >> there are no player-owned merchants, there are no item sinks,
> >> and there are very few money sinks (trade skills, steel armor)
> >> most of which (trade skills) were an afterthought coded in
> >> just before the game went Final. In short, there really isn't
> >> much you can *do* in EQ which doesn't revolve around killing
> >> monsters to gain items and experience. You can't really make
> >> your mark on the world.
> >>
> >> The PvP and Racewar servers definitely have more
> >> possibilities, but on the normal servers, socializing is not
> >> much different from an IRC chat room.
> >>
> >> In that respect, UO is ahead of EQ. I think EQ only strived
> >> to make massively multiplayer online hack and slash FRPG. UO
> >> strived to make an online virtual world. In the discussions
> >> Brad McQuaid and Raph Koster have had, it's pretty obvious EQ
> >> didn't have as high a goal as UO. Brad still refuses to admit
> >> that long-term money and item sinks are necessary in a
> >> persistent online game, to keep player ability inflation (and
> >> thus monster difficulty deflation) in check.
> >>
> >> --
> >> John H. Kim
> >> kim@...
> >>
> >>
> >>
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