Server / Player Economy

Tell us what you think!

Poll: Removing No Drop tags off of Non boss loot up to tier 2

Great Idea
139
63%
Undecided
24
11%
Terrible Idea
58
26%
Total votes: 221

Pyronost
Posts: 326

Re: Server / Player Economy

Post#61 » Tue Mar 30, 2010 7:16 pm

I thinking they're more or less looking for a simple solution, removing tags from two thousand or so items is going to be pain enough, but to ask for custom coding to make the items attuneable as well, I think would take forever. Easier just to drop the tags and be done with it so we can kick start what would be a buzzing economy.

Now if we really wanted to do attuneable items, I think it would be a good idea to draw the line at ToV set armor pieces that drop from trash. That way we get a large majority of the lower end items taken care of in one fell swoop of tag removal, while the coding that would take a bit longer is limited to a single set of armor.

This would speed the process, and simplify the work that the devs have to do in the long run.
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khaliss
Posts: 357

Re: Server / Player Economy

Post#62 » Tue Mar 30, 2010 7:24 pm

Didn't know custom coding has to be done to convert some items to become attunable... but entirely removing nodrop tags on kael armor would create a big surplus and there would absolutely be no reason to go to these zones aside from boss kills.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

Rocums
Posts: 81

Re: Server / Player Economy

Post#63 » Tue Mar 30, 2010 7:44 pm

I think no-trade on ToV quest armor, Orbs, Symbols (maybe tradeable patterns though), but every thing else tradeable off the ToV bosses (Augs, Gear, Weapons).

Pyronost
Posts: 326

Re: Server / Player Economy

Post#64 » Tue Mar 30, 2010 7:50 pm

I wasnt inferring that the completed items be tradable, I was saying that the set pieces that drop from the mobs, i.e., the ancient tarnished plate pieces, be tradeable, not the runes or orbs. The actual drops from the named dragons in ToV need to be kept as no-drop. ToV boss loot being tradable completely removes the need for guilds to be raiding t2 and below. Then the solution to not-so gearedd players becomes a question of how much cash can you throw at the problem.
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Rocums
Posts: 81

Re: Server / Player Economy

Post#65 » Tue Mar 30, 2010 8:13 pm

I disagree, you can buy all the drops you want from the ToV named, but without the ToV Quest set you are going to be pretty useless in higher tiers.

All my alts, have full ToV Quest, but some until recently had empty non-visable slots. They still proved to be more resilient with the proper AA's and thus more use to the raid then others who had full ToV named drops but no quest armor.

Dammur
Posts: 20

Re: Server / Player Economy

Post#66 » Tue Apr 06, 2010 4:07 am

I agree with Roc above. As far as the visible pieces of tov armor, I would have no problem with the ancient tarnished __________________ being tradeable as long as the orbs and symbols remain no drop. It would allow the more efficient gearing of a person/guild while still requiring them to be able to step up and kill symbol mobs, and still need to put some time in farming orbs.

Dammur

User avatar
Seahawk93
Posts: 0

Re: Server / Player Economy

Post#67 » Sat Apr 17, 2010 4:40 am

I voted Great Idea because from what i can tell in my five week's of playing on THF there is absolutely zero economy, no need for bazaar or EC trading tunnel, and hardly a need for Platinum besides buying your occasional potions and tradeskill item's. I as a player on this server would love to be able to take my plat or other item's that have no use to me that are not no-drop and trade them for item's that i need from zone's that i can sometimes not handle, im my humble opinion...the only thing this server is missing besides some outdoor Custom zones is a decent economy that player's can be like they are on live...half merchant, half player. :mrgreen: Thank you for reading...no flaming please, it is just my opinion.
|Character's|
| Eracles - Wizard
| Peracles - Monk
| Erebos - Shadowknight
|Vareina - Magician

Pyronost
Posts: 326

Re: Server / Player Economy

Post#68 » Tue Apr 20, 2010 11:47 pm

Alrighty, this poll has been sitting here long enough, and it's time a decision was made. Discounting the "undecided", we're 65% in favor of removing the no-drop tags on everything below T2. Im going to be going through and begin lifting the restrictions on *most but not all* of the stuff in the 1-70 leveling zones. T1+ will have to be thought on further by the dev team at this time.
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ChaosSlayer
Posts: 1693

Re: Server / Player Economy

Post#69 » Tue Apr 20, 2010 11:56 pm

IMHO, the tradeskills do not have a significant impact on THF gameplay - its not like gnomes tinkering can be used to make an MUST TO HAVE set of items no one can leave without, or that Shamans currently make zillion of plat making some uber potions everyone buys by dozens.

So it rolls down to - people like to do TS for personal fun, to keep themselves occupied with non-combat things, without the need to going out and making said gnome just to tinker.

While I personally do not care for main line TS (now Alt-P TS is a whole beast all together :mrgreen: ), but basing off my views above, opening up restrictive TS or keeping them close, won't make any significant difference. ;)
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Pyronost
Posts: 326

Re: Server / Player Economy

Post#70 » Wed Apr 21, 2010 12:31 am

<--- tradeskills poll is over that way ;)
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