#31
|
|||
|
I think the pinnacle of my frustration with luclin was when I saw netherbians.
| ||
|
#32
|
|||
|
To avoid creating a new zone, the Arena could be used...pop an NPC vender and NPC Banker. Dervs could sill keep the Arena function, outside area for /bazaar.
| ||
|
#33
|
|||
|
Most the good stuff is sold on these forums anyway. You can go to EC to buy noobie stuff basically. Kinda lame IMO. Also regarding traders I usually sent offers via pm to traders lol they usually got em before I would log.
| ||
Last edited by Pezmerga; 03-21-2011 at 11:19 PM..
|
|
#34
|
||||
|
Quote:
Thus, the more hours people put into the game plus the more people play, the larger the amount of money that is generated gets. The amount of goods held by the players is limited by bank slots and other constraints. Thus, a lot of cash is available on the one hand, and a fixed or limited amount of goods on the other hand. That's inflation. The prices go up. The existence of a bazaar doesn't change anything in this equation. But the Luclin horses do. There's now a way to dump a lot of money into. Which deflates the amount of available money and lowers prices somewhat. Of course it won't stop mudflation, because the item and plat drops keep producing money: 1 fine steel, 1 velium gets you 5plat. And nobody is using those anymore and they will be sold instantly. And the money bubble gets bigger. In re-reading this post, it comes to mind that with Luclin also the number of available bank slots increased. Thus, more items could be stored in the bank and wasn't turned into platinum. Which has probably helped even more to keep mudflation at bay. As an additional example, look at WOW. 5000 gold for fast flying. A money sink right there. | |||
|
#35
|
||||
|
Quote:
Then you mention that what killed the game was the PoK books (people didn't want to spend time waiting on boats or looking for ports), and you also mention zones with insane xp (people didn't want to spend time in the low levels). The same argument is used in all three situations, but in the first you mention it as a good thing, and the other two as a bad thing. To me, they're all bad things. There are two things that made everquest great, community and difficulty. Anything that entrenches on those two aspects kills the game. Community is having to interact with other players. It has a lot of aspects (i.e. grouping, trading, competing for limited resources, showing off, chatting, raiding, and the illusion of distance). Difficulty also has a lot of aspects like being limited on what you can kill because of level, class, skill, gear, numbers. It can also mean being limited on where you can go because of level, travel time, or dangers along the way. It can also mean being limited on what you can acquire because of level, distance to the trading zone, availability of items in said trading zone, and time you're willing to devote to trading items. In every expansion since Velious, at least one aspect of community and difficulty was negatively effected, and this is why people didn't like them and thought it killed the game. For example, in Luclin, the Nexus zone attacked both the community and the difficulty of the game. It created a hub where all races could bank and bind, and had portals from the 4 corners of the world that all lead there. It became almost stupid to be bound anywhere else. If the nexus had been mutiple zones from multiple areas on luclin, and that the nexus portal required you to wait for the spaceship, and that once on the spaceship it took 15 mins to get to luclin, and that no one else could enter the spaceship while it was on the way to the moon, and that the zone the spaceship traveled was a real zone and not just the nether, then it would have had a shot. I have lots more to say about this, but I have to go to work, cheers! | |||
|
|
|