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Archived from groups: alt.games.everquest (More info?)
<xiphos@rahul.net> wrote:
> Faned wrote:
> > I'm always amused by people who discuss things with such familiarity,
> and
> > yet it's obvious from what they say that they don't actually have any
> > firsthand experience whatsoever.
>
> Oh I never claimed to be intimately familiar with EverQuest. On the
> contrary, I readily admit, and have so repeatedly in other discussion
> threads, that I am quite new to EverQuest. I do, however, have a great
> deal of familiarity with gaming in general, having played such games as
> D&D, AD&D, GURPS, ShadowRun, MechWarrior, EarthDawn, D20, and to a
> lesser extent, RIFTS and MekTon. And though EverQuest has, to date,
> been the truest adaptation of a classic RPG system in FPS MMO I've
> personally seen to date, my observations of the mentioned issues up
> through to and including lvl 43 (highest lvl char I have seen from the
> playing side) hold quite true. It is also my understanding that above
> level 65, many of the games mechanics fall apart, with more than just
> the economy to worry about. However, having no first-hand experience
> with this, I do not feel qualified to comment.
>
> I will, however, say that the game is more than just level 70.
Of course it is. But if you play the game under 70, you will eventually be
70, and most people continue to play the game at that point at a static
level. Using myself as an example, I've been level 70 for a much larger
portion of the time since it was available than the portion of time I was
under-70. The same applies for a large portion of the user base for 65, 60
and 50 in the past.
To use the most bizarre analogy I can come up with, I got old enough to
drive, vote, and drink, and I still looked forward to many years of life at
my static "adult level". =)
> > For example...
> >
> >
> > > Mobs drop inordinate amounts of plat as level increases
> >
> >
> > I'd say that, on average, I got more plat-per-mob at level 35 than I
> do at
> > level 70. In fact, 35-45 was pretty much the peak of
> mob-plat-dropping,
> > with mobs dropping several pp each. It hasn't gone up from there,
> and in
> > fact has drastically gone down on average, with entire *expansions*
> worth of
> > mobs not dropping a single copper.
>
> Indeed. And other items dropped by the mobs, not readily placed into
> your coin-slots, are you telling me these items do not also bring in
> excessive ammounts of coin? If so, then that would be somewhat of a
> reliefe, but would still in no way invalidate my statements in so far
> as my own experience has shown, nor would it readily offset the
> unbalanced coin:level ratio, given how rapidly plat becomes available,
> either through direct coin drops or re-selling of dropped goods to
> venders or other players.
>
> If, however, these mobs you speak of do drop re-sellable items, and
> these items sell for anything at or more than the 100 to 1K plat/day
> I'm seeing at lvl 43, then I would recommend a course in ecenomics
> before any more rash statements about speaking of things which are not
> known /
The fact is, I look at your "100 to 1k plat/day" and consider that
reinforcement of what I said (I don't generally get any better unless I am
consciously trying, which may involve farming mobs intended for lower
levels).
> No, even if the upper mobs don't drop a single coin or useful, sellable
> item, I fail to see how this invalidates statements about the EQ
> economy being severely broken.
In fact, many comments about "the EQ economy being severely broken" relate
to how lower level characters can get higher level items super cheap. I
know *many* level 70s that stay "broke" (I have millions of pp, but I am the
exception rather than the rule).
<xiphos@rahul.net> wrote:
> Faned wrote:
> > I'm always amused by people who discuss things with such familiarity,
> and
> > yet it's obvious from what they say that they don't actually have any
> > firsthand experience whatsoever.
>
> Oh I never claimed to be intimately familiar with EverQuest. On the
> contrary, I readily admit, and have so repeatedly in other discussion
> threads, that I am quite new to EverQuest. I do, however, have a great
> deal of familiarity with gaming in general, having played such games as
> D&D, AD&D, GURPS, ShadowRun, MechWarrior, EarthDawn, D20, and to a
> lesser extent, RIFTS and MekTon. And though EverQuest has, to date,
> been the truest adaptation of a classic RPG system in FPS MMO I've
> personally seen to date, my observations of the mentioned issues up
> through to and including lvl 43 (highest lvl char I have seen from the
> playing side) hold quite true. It is also my understanding that above
> level 65, many of the games mechanics fall apart, with more than just
> the economy to worry about. However, having no first-hand experience
> with this, I do not feel qualified to comment.
>
> I will, however, say that the game is more than just level 70.
Of course it is. But if you play the game under 70, you will eventually be
70, and most people continue to play the game at that point at a static
level. Using myself as an example, I've been level 70 for a much larger
portion of the time since it was available than the portion of time I was
under-70. The same applies for a large portion of the user base for 65, 60
and 50 in the past.
To use the most bizarre analogy I can come up with, I got old enough to
drive, vote, and drink, and I still looked forward to many years of life at
my static "adult level". =)
> > For example...
> >
> >
> > > Mobs drop inordinate amounts of plat as level increases
> >
> >
> > I'd say that, on average, I got more plat-per-mob at level 35 than I
> do at
> > level 70. In fact, 35-45 was pretty much the peak of
> mob-plat-dropping,
> > with mobs dropping several pp each. It hasn't gone up from there,
> and in
> > fact has drastically gone down on average, with entire *expansions*
> worth of
> > mobs not dropping a single copper.
>
> Indeed. And other items dropped by the mobs, not readily placed into
> your coin-slots, are you telling me these items do not also bring in
> excessive ammounts of coin? If so, then that would be somewhat of a
> reliefe, but would still in no way invalidate my statements in so far
> as my own experience has shown, nor would it readily offset the
> unbalanced coin:level ratio, given how rapidly plat becomes available,
> either through direct coin drops or re-selling of dropped goods to
> venders or other players.
>
> If, however, these mobs you speak of do drop re-sellable items, and
> these items sell for anything at or more than the 100 to 1K plat/day
> I'm seeing at lvl 43, then I would recommend a course in ecenomics
> before any more rash statements about speaking of things which are not
> known /

The fact is, I look at your "100 to 1k plat/day" and consider that
reinforcement of what I said (I don't generally get any better unless I am
consciously trying, which may involve farming mobs intended for lower
levels).
> No, even if the upper mobs don't drop a single coin or useful, sellable
> item, I fail to see how this invalidates statements about the EQ
> economy being severely broken.
In fact, many comments about "the EQ economy being severely broken" relate
to how lower level characters can get higher level items super cheap. I
know *many* level 70s that stay "broke" (I have millions of pp, but I am the
exception rather than the rule).