Thread: Repair Bills
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Old 03-19-2007, 03:38 PM   #23 (permalink)
Damascis
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Let's see...

Adventuring sphere, lots of fun. Expensive to maintain gear, low income because rewards are either too low solo, or even lower when divided among X number of groupmates.

Diplomacy sphere, amusing. Inexpensive, no decay on clothes worn during parlay and rewards that can be sold (sometimes).

Work orders, no decay (correct me if I'm wrong here), inexpensive, no risk, time consuming but you make cash.

Sounds like the sphere a majority of players are subscribing for is the least rewarding in terms of cash for the most risk.

Honestly, I thought people complaining about the item decay were on crack, but I'm definitely starting to notice it now. Beginning of the session, 66sp, end of the session (3-4 hours at level 25ish), I'm lucky if I'm at 68sp, and I'm not a tank.

Something needs to be done.

Now.

Risk vs. reward? Where is it? Really? Adventuring sphere is the most risk yet the least profitable (assuming you're not hosing group members out of items they need to sell them for high values on the broker).

Things that need to be fixed:
1. item decay on gear that isn't in use (not equipped); my harvesting gear shouldn't take a beating when I'm adventuring (I understand this is on the list to be fixed)
2. increase coin value to merchants of non-white items.
3. reduce costs for repairs
4. reduce the speed at which items decay
5. make it a flat rate to repair gear
6. get rid of item decay

Pick a mix of the above.
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Damascis Wekanthus
Human Cleric of Tursh
Final Resolve

Previous incarnations: Smaken Dahed (EQ1, EQ2), Fabinusar Fabulous (EQ1), Ravenleaf Runningsong (EQ2)
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