Community Relations Archive

Thread: SOE you just did it for EQ2, where's our extra character slots ?

GraySeven
Fri Apr 15, 2005 12:47 am
#14

The only reason for multiple characters per server is to reduce interdependancy. Otherwise,
you'd simply make another character on a different server. What possible need beyond independence
do you have for another character?

Getting a second slot with a Jedi makes sense as the Jedi character is going to be forced into a narrow
role and will not be able to interact with others due to the Visibilty problem, and so you get an additional
character slot with which to play a "normal" game and another with which to play the "Jedi" game.

People with multiple accounts tend to have one crafter and one combat account. I have two, simply because I like the crafting game but couldn't go out "hunting" with my friends and so I grabbed a second so that I could fight with them.

Multiple characters per server would also increase the lot issues, as we'd see a magnification of cross-server lot trades in addition to the increased number of lots available through multiple character slots.

The current system works fine.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

RighteousDeath
Mon Apr 18, 2005 4:05 am
#15






Starcasmd wrote:

If we're being forced into more group oriented combat where professions will have unique roles, what happens when someone is not available to fill that role? Forget the economy. Not everyone is going to make a crafter. Some people are going to make different combat templates based on their hunting needs. Lets face it, who wants to sit around in Coronet or Theed asking for a Commando or Fencer for 30 minutes when you can just log in your own and be hunting in 5 minutes?






Exactly. I totally agree.



_____________________________
Righteous Death
Elder Bounty Hunter
________________________________
.: Dark Imperial Order :. .: Guild Leader :.
RighteousDeath
Mon Apr 18, 2005 4:49 am
#16






Jenden wrote:
As far as time investment, most crafting professions take 1-2 days to master if you have the resources, which is a one time investment. As for the credit cost of the resources, you can always find places (at least on my server) selling for 1cpu (or less if you find a good deal), so for most crafting professions you're looking at under a million credits (which isn't all that big of a sum of money for a lot of players and is, again, a one time investment)

-You're making the assumption that most players are wealthy. Which may be true for your server, but not others. A milliion credits is difficult to obtain for casual gamers. Yes, selling good loot items can net you large ammounts of credits, but it takes a lot more time than a good number of people are willing to give in order to obtain the loot to sell in the first place. Not to mention that1-2 days is a long time andgrinding crafting professionsis very tedious and mind-numbing work.


I believe that the main reason isn't so much that they can't afford another account, its that it isn't worth spending the real life money for the convenience. However, if they didn't have to spend that extra money, then its purely a convenience factor. Instead of a question of why should I pay extra per month to make this myself, its why wouldn't I make this myself since its not costing me anything.


-But it does cost you something. It costs you the timeand effort of making acrafting profession plus the time and effort it takes to craft the items.


Until someone buys a stack of 100k resources of each type they need, which for many crafting professions would last them (since they're just making gear for themselves and maybe a friend or two) a very long time. Most weapons use under 1k resources total, most dorids use under 1k resources total, I can't remember the exact numbers on armor but its similar. These things aren't exactly huge resource sinks.


-First off, if the person is only making armor for themselves and a few of their buddies, then the economic impact is negligible. On the other hand, if everyone does it, then the demand and therefore the costs for resources increase exponentially. The economy will automatically balance out since some people will find it too expensive to sustain this lifestyle, and choose to join those who are not crafters. Sure there will be periods of economic recession and boom, but it will not collapse.


There are a number of ways they could make money aside from selling their goods. Selling one quality loot drop would fund their crafter for life, running regular missions would easily sustain them. Plus you factor in that they're saving money since they're not buying their gear from ther people at often 100x the cost they pay now in resources... and they make up the difference from the grind pretty quick.


-Yes, selling good loot items can net you large ammounts of credits, but it takes a lot more time than a good number of people are willing to give in order to obtain the loot to sell in the first place.






Jenden wrote: You're running under the assumption that these people are looking to sell their goods. The end result is that demand goes down, supply stays the same (or maybe goes up since a couple people will undoubtedly offload some extra stuff they made thinking they can make a quick credit), and the economy suffers.


-You're running under the assumption that as demand goes down, supply would remain the same which implies that crafters are unable to adapt to economic changes. If crafters don't adapt they go out of business, crafters that do adapt stay in business. It's survival of the fittest. The economy may suffer in the short term due to the loss of people who could not adapt, but in the long run, the economy will be better off.


In my experience many players will do anything and everything they can to be independent (or nearly independent) of other players, even to the point where it takes up more of their time.


-Yes, but those players tend to be power gamers and they do not comprise the entirety of the playerbase and probably do not even constitute a majority. It is human nature to do what is the quickest and easiest.








_____________________________
Righteous Death
Elder Bounty Hunter
________________________________
.: Dark Imperial Order :. .: Guild Leader :.
GraySeven
Mon Apr 18, 2005 1:54 pm
#17



Starcasmd wrote:
If we're being forced into more group oriented combat where professions will have unique roles, what happens when someone is not available to fill that role? Forget the economy. Not everyone is going to make a crafter. Some people are going to make different combat templates based on their hunting needs. Lets face it, who wants to sit around in Coronet or Theed asking for a Commando or Fencer for 30 minutes when you can just log in your own and be hunting in 5 minutes?





This simply won't be the case, and you should know it. Roles are shared through professions, and not all roles are needed. What is needed is a firm understanding of YOUR professions role so that you know what YOU should be doing in a group situation. With group sizes being limited to 8, you can't get all the professions into a group anyway. You'll just have to mold your tactics around what you have available.

Gee, now you're gonna have to THINK about things before combat instead of spam the same shot or skill over and over....



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Stl2aNgE
Mon Apr 18, 2005 3:23 pm
#18

All I know is that 99% of my friends are killing their accounts cause of this stupid CU. You would think they would try and fix what they already have instead of copying what everyone else has done.

But look at every game Lucasarts has ever done... their track history explains itself.

Lucasarts doesnt care about mimicing another game, look at what they did with Galactic Battlegrounds/Clone Campaigns... Exact copies of microsoft's Age of Empires series, exact same game engine, as a matter of fact.

Off topic though...


I agree if SOE is going to turn this into another version of EQ2, give us the same treatment! We pay more a month for this stupid game than anyone in EQ2!




Talus Vendor: 612 -2012 1k outside Dearic Starport
Corellia Vendor: 1388 -4564 1.6k outside Coronet Starport
VE-Strange: Master Architect/Artisan/Merchant
VE-Stranger: Master Scout/Swords/Ranger
Arkanon Star'Strider: Master Medic/Doc/Chef
- I support keeping & balancing the current combat system You can too
Dark_0ne
Tue Apr 19, 2005 5:27 am
#19



GraySeven wrote:
The only reason for multiple characters per server is to reduce interdependancy. Otherwise,
you'd simply make another character on a different server. What possible need beyond independence
do you have for another character?




I have a second account so I can pursue a crafting profession as well as a combat orientated one - and be able to enjoy both types of activities with my guild and friends on the same server. Half the fun of the game is being able to play it with friends ......
If it wasn't for the CU I would be tempted to purchase a 3rd account and try out some other combat professions as well - I don't want to drop Ranger on my main character because that is what I enjoy doing most - but dropping professions to try something else and then regrinding the original is just plain boring after the 2nd time of doing it.



Tony Weyland - semi retired
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