Quote:
Originally posted by Metafistics
Kuroshio,
In EQ, if I want a Shroud of Nature, I know where to get it. But I have to camp it, and I have to fight for it.
In DAOC, If I want a Triumvirate Shard, I know where to get it. But I have to camp it, and I have to fight for it.
In AO, If I want QL29 Bau Cyber Sleeves, I know where to get them. But I have to camp them, and I have to fight for them.
Removing items from the mission term would mean that AO becomes the only game where everyone walks around in patchwork gear. There would be no customization of your character, because you'd have to use whatever you could scrounge up.
The player economy can not help. In EQ, I can sit and wait for someone to advertise a Widget of Uberness. Ok, fine. We haggle, I buy it.
In AO, it's a bit different. I have to wait for someone to advertise a QL30-33 Widget of Uberness. The other 197 QLs of this item are useless to me, because they are lower than what I have, or higher than I can equip.
Now, granted, SOMEONE on Rubi-Ka probably has a QL30 Widget they are not using. If mission items rewards go away, *very few* people have one, but someone surely does.
They probably put it on the shopping channel for 10 minutes (more than I can stand) at some outrageous price, then gave it to a guildie or sold it to a merchant. I will never see that Widget, so I am stuck with whatver I can scrounge up.
Yuk. I'd hate to see AO become the game with the LEAST customization in town. Removing mission items would do that.
The other thing to remember is that, while AO IS a social game, socializing can occur in many contexts - guildchat, team missions, etc. To require trading is not synonymous with requiring player interaction. It just means that AO requires trading, is all.
Again, that would be another negative first for the game.
Heh...Okay, I did suggest removing removing the item listing from the mission terminals completely and just offering straight credits as a reward. But the mission terminal system would be further tweaked to hint at the types of items that would be found in the mission by it's description. So if your mission was in a nanobot manufacturing plant, you'd find items related to nanobots and with their manufacturing process. A raid on a bandit group's outpost would likely yeild stolen or 'illegal' items. A mission to repair the malfunctioning cpu in a armor storage facility would have mobs carrying items related armor. This would let people target what they were looking for in a general sense without providing them enough information to camp the terminals looking for