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Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 16-03-2005 07:06
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Main reason of having two accounts is Sony's Sucky Selling System (TM). In order to sell goods, you have to be online in your home; there is no such a thing like WoWs excellent auction house. Your chances at selling your stuff for good prices are best if you're selling 24/7, especially if you tradeskill. Since dedicated players want to spend their online time playing and not selling, they put their sellables on their second account (their "mule"), put it up for sale and go out bonking some heads.

Sony promised to change this system, but I don't hold my breath.

Of course, extra character slots and bank space (a very scarce resource) also come very handy.

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:34
  Old Post 16-03-2005 08:17
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quote:
Originally posted by Sir Ralph
Main reason of having two accounts is Sony's Sucky Selling System (TM). In order to sell goods, you have to be online in your home; there is no such a thing like WoWs excellent auction house. Your chances at selling your stuff for good prices are best if you're selling 24/7, especially if you tradeskill. Since dedicated players want to spend their online time playing and not selling, they put their sellables on their second account (their "mule"), put it up for sale and go out bonking some heads.

Sony promised to change this system, but I don't hold my breath.

Of course, extra character slots and bank space (a very scarce resource) also come very handy.



Oh man, this is worse than any other game. People are paying for multiple accounts so that their characters can idle 24/7?

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:34
  Old Post 16-03-2005 08:17
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Double post

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 16-03-2005 13:28
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Yes, some people do and it is sad that they have to. However, I know the same habit of having multiple accounts from other games also, and it doesn't really make a difference if its purpose is to create a trade mule, to have more character slots (Sony is usually generous with that), to have an attached buffer, insta-healer or nukebot or whatever.

By the way, if you have a second account, it gives you the opportunity to create a second forum handle, some kind of officially allowed DL if you want to call it so. If you keep your mouth shut, you can be voice of reason and hyper-troll at the same time. This is a feature Apolyton sadly lacks.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:34
  Old Post 16-03-2005 15:36
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quote:
Originally posted by Sir Ralph
Grumbold: Zones like Blackburrow and Stormhold are just the beginning, it's going to get significantly worse later in more difficult zones.


That was why I reluctantly quit. i could afford to upgrade to 1 gig ram, which kept the level 1-20 zones smooth and enjoyable with acceptable graphics, but SH just proved that it wasn't going to last. I just don't have the cash right now to build a whole new rig.

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:34
  Old Post 16-03-2005 21:08
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quote:
Originally posted by Sir Ralph
By the way, if you have a second account, it gives you the opportunity to create a second forum handle, some kind of officially allowed DL if you want to call it so. If you keep your mouth shut, you can be voice of reason and hyper-troll at the same time. This is a feature Apolyton sadly lacks.


DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:34
  Old Post 17-03-2005 00:09
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quote:
Originally posted by Sir Ralph
Main reason of having two accounts is Sony's Sucky Selling System (TM). In order to sell goods, you have to be online in your home; there is no such a thing like WoWs excellent auction house. Your chances at selling your stuff for good prices are best if you're selling 24/7, especially if you tradeskill. Since dedicated players want to spend their online time playing and not selling, they put their sellables on their second account (their "mule"), put it up for sale and go out bonking some heads.

Sony promised to change this system, but I don't hold my breath.

Of course, extra character slots and bank space (a very scarce resource) also come very handy.


That. Is. Lame. On a stick.

Amazed they have implemented it in this way.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:34
  Old Post 17-03-2005 16:34
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Its a totally indefensible decision, but it makes their activity figures look good, which is all they care about. I'm waiting for the first news story about a house burned down because little Jimmy left his PC on overnight and it had a catastrophic overheat. Since we had a couple of PCs start burning at work, I'm far more concious of the potential dangers of doing an overnight download at home.

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 17-03-2005 17:07
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cpuidle

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:34
  Old Post 17-03-2005 17:42
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Somehow I don't see Sony being willing to pay for the shareware

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 17-03-2005 19:44
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I meant for your own computer. I don't see many companies letting their employees play Everquest to the point where the computer bursts into flames either.

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 18-03-2005 00:22
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Just how big is the fire risk? I leave my comp on quite often overnight.

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:34
  Old Post 18-03-2005 00:28
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Shouldn't be much of a risk as long as your computer is built properly. I think most chips that are likely to overheat if a fan breaks down have some sort of failsafe to stop a meltdown anyways.

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 18-03-2005 00:30
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[puts on anti-Murray creme]

My computer is, naturally, built impeccably.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 18-03-2005 03:36
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We will miss you next week while you rebuild your computer, Spikie.

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:34
  Old Post 18-03-2005 06:28
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quote:
Originally posted by DrSpike
Just how big is the fire risk? I leave my comp on quite often overnight.


Pretty low unless you forgot to install a temperature cutoff and/or disabled the usually standard one in the BIOS ... Of course, if you have a well cooled CPU that shouldn't happen ever ...

Or you could just set up a second system and alternate which one had the mule logged in ...

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 19-03-2005 04:21
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Lose 30 kilos (of popups)

I think the risk is rather low. Just making sure though.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 21-03-2005 14:38
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A little update on this matter:

The next two live-updates will see a gradual introduction of an offline selling system. In the first step, you can put items in your house vault (2 slots, which can be multiplied using boxes) up for sales and go adventuring. This is nice, but still not offline. The next step will allow you to log out during sales, too, so items in your house vault can be sold while you're offline. It's not quite as convenient as Blizzards Auction house, but hey, I think it suffices.

This will reduce the amount of mule accounts and thus, cost Sony money. I wonder how many cancelled accounts it took to get them that far.

By the way, there are very promising changes in tradeskills coming. Tradeskills were the only aspects of the game I was unhappy with; besides lacking PvP, but oh well, I knew this beforehand.

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 21-03-2005 23:44
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Didn't you tell us before the tradeskills were fun? What's wrong with them?

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 22-03-2005 17:07
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There's no part of this game undergoing more changes than tradeskills. And with changes I don't mean small tweaks, but substancial changes of game rules. This leads naturally to a quick change of the player attitude, too. I am trying to be a critical player and call a boring timesink a boring timesink, if I see one.

My priority for tradeskills is high. In all games I participated in, my characters were respectable members of the community of their particular city with honorable professions, not just mere thugs or mercenaries . So my paladin in EQ2 is at the same time a pretty high weaponsmith. This is, by the way, a substantial reason, why I am leveling slower than others even though I spend a big amount of time.

While the adventuring and questing part of EQ2 felt very mature and well thought for its audience at launch, and is completed with new content on a weekly basis, the tradeskilling part felt like an early beta at best. The economy is approaching a stable and well-balanced status now, but the way was long and thorny.

I will try to break down a few of the core changes:

1) There were major flaws in the pricing system. At higher levels you could generate huge amounts of money selling simple combines like metal bars or liquids to NPCs. While combines in tier 1 (level 1-10) could yield only a few copper, combines in tier 5 (level 41-50) were rewarded with gold. The effort was the same in both cases, one combine is one combine. But the reward was vastly imbalanced. Sony balanced this by increasing fuel prices and dramatically dropping buyback prices. The core principle is now, you can make a minimal profit by selling to an NPC (20% of money invested for raws and fuel, or less), you can make a medium amount by doing city writs (about 50% and additional status, but less crafting experience), and you can make a nice profit by selling to other players. This should have been introduced since launch.

2) At launch, crafted items were designed to last forever. This quickly led to a saturation of the economy and a beginning deflation, because there were vastly more crafted items in the game than money could be generated to buy them at least at the lower levels, and than players needing them. Looted and quested items worsened the situation in addition, since they also lacked decay. This was addressed by making nearly all items of equipment (jewelry, armor, weapons) attuneable, meaning you can't hand them down or sell them to players anymore after you used them. You can, however, sell them back to NPCs for a small part of their initial value.

3) Sony had created a system of interdependencies between the nine professions, which was a good intent, but poorly executed. There were professions (alchemists and provisioners) nearly or completely exempt from this, and the alchemists exploited this by holding the whole crafting community hostage by price-gauging at hearts content. This was not an issue for me, because I have a pocket alchemist (alt), but for most people it was. This was addressed by partly lifting the interdependancy by introducing new skills. Now everyone can make the refined and intermediate combines he needs for his production, but he needs to spend more money on it, because he needs more fuel. For an example, a jeweler needs a metal spike to make a rune. He can forge the spike himself, but he needs 2 fuels for it, while a weaponsmith needs only one and thus, can make the spike cheaper. This effectively made gauging impossible, while interdependancy for fair prices still works.

4) Since 80 or 90% of players don't tradeskill but are pure adventurers, Sony spends more loving for them and keeps adding new monsters and attractive loot drops almost by the day. This however hurts the crafters. In particular, my weaponsmith made a good living in level 20-30, but now he is level 32 and in this level range superior weapons drop like sweat from a fighting ogre. Nothing to sell for the poor smith. Sony threw us a bone by introducing new recipes to create enchanted/imbued/procing weapons. This was introduced yesterday, I still can't comment if it's an improvement or not.

All these changes are very good and necessary. But they should have sorted these things out during the beta and launched the game with a well thought out tradeskilling system. Beta-testing on live content may be cheaper, but on the long run costs customers.

Tradeskilling in EQ2 and WoW are substantially different. WoW-combines are one-click, no fail. This may be fun for some, but is not very challenging to say the least. In EQ2, every combine is a mini-fight, where you have to push progress and prevent to lose durability by using tradeskill arts. If you lose too much durability, the quality of the item will drop. Of course, other players buy with minimal exceptions only pristine (best) items. You can build up a good reputation if you sell good stuff for reasonable prices. Or you can ruin it by doing the opposite.

Crafting is designed to be depending on skill and experience. This is by and large a very good concept, however the role of the RNG is still too big for my gusto. Also, the combines take way too long for me, between 30 seconds for trivial ones, up to several minutes. This generates a large timesink for the dedicated crafter. I prefer Sonys system over one-click-no-fail-and-ready bigtime, it's way more challenging and you can get really good by developing your own combinations of using tradeskill arts, but I would love it even more if the time needed for a combine would be reduced to about 10s minimum with a hard cap at 1 min for difficult combines. As it stands, it simply takes too much time.

Last edited by Sir Ralph on 22-03-2005 at 17:23

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:34
  Old Post 22-03-2005 20:45
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quote:
Originally posted by Skanky Burns
I meant for your own computer. I don't see many companies letting their employees play Everquest to the point where the computer bursts into flames either.


I mean for my computer too. its their program creating the risk, their program should ameliorate the risk.

Incidentally, on one of the machines I believe it was the power supply that was at fault.

The risk is extremely low, naturally, but any chance of the insurance company wriggling out of its obligation to pay would be intolerable, even if nobody was hurt.

Glad to hear that they are grudgingly starting to make changes.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 22-03-2005 20:51
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The first changes are already live. We have a mailing system now, which allows to send text and to attach either money, or an item, or both. This can be used to send an item crafted by special order to a customer without having to hunt him down and trade directly, or set it on the general broker, where everyone could buy it leaving the customer in the cold.

Asher is offline Asher
King
Calgary, Alberta
Nov 1999
time: 22:34
  Old Post 22-03-2005 23:12 Visit Asher's homepage!
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quote:
Originally posted by Sir Ralph
The first changes are already live. We have a mailing system now, which allows to send text and to attach either money, or an item, or both. This can be used to send an item crafted by special order to a customer without having to hunt him down and trade directly, or set it on the general broker, where everyone could buy it leaving the customer in the cold.

Does it have a COD system yet like WoW has always had?

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 23-03-2005 00:23
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Yes, EQ2's is still a bit fishy.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 23-03-2005 14:44
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quote:
Originally posted by Asher
Does it have a COD system yet like WoW has always had?


It will be in the final version, as recently announced.

Overall I have to say, that the presence of a game like World of Warcraft is a blessing for us Everquest 2 players. First it gives us an instrument to put pressure on Sonys development team to get some necessary changes we want. This works surprisingly well. And second, it works as magnet for a big number of various kids and jerks, the attention span of which is too short to enjoy our midgame content. After christmas, we suffered a large influx of ten years old 1337 d00ds. It was a terrible time. Four weeks later they were almost completely gone. Take a wild guess what they are playing now. Way to go, World of Warcraft .

conmcb25 is offline conmcb25

Emperor
Angmar
Aug 2002
time: 23:34
  Old Post 11-04-2005 22:23 Visit conmcb25<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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OFFLINE selling has been implemented BTW

lord of the mark is offline lord of the mark
Emperor
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000
time: 00:34
  Old Post 11-04-2005 22:28
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quote:
Originally posted by DrSpike
Yes, EQ2's is still a bit fishy.


I fear if i played an MMORPG all I would do would be to FLOUNDER around.

I continue to insist that a game that a Maxis style game that allows you to define your own PORPOISE can be a WHALE of a good time. Though ive really fallen for EU2, hook, line and sinker.

DrSpike is offline DrSpike
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Sep 2001
time: 05:34
  Old Post 11-04-2005 22:46
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Don't know whether to laugh or cry.

Oerdin is offline Oerdin
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of Internet Music.
Sep 2001
time: 21:34
  Old Post 12-04-2005 03:43
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I''ve never bothered with a MMORPG and I doubt I will. It just seems to geeky for me.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:34
  Old Post 12-04-2005 03:47 Visit Dis's homepage!
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It's not geeky enough for me. Bunch of powergaming kids. Roleplaying is non existant.

 
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