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How is currency distributed? Looting small amounts from enemies, and selling trivial items to merchants?
Is money easy to obtain? ( I hope not)
Are most items purchased from NPC's are crafted by players? (Doesn't really matter to me)
To what extent does money encumber?
Are there any repeatable money quests? (I hope not)
Is currency dividing into platnum, gold, silver, and bronze?
Does equipment need to be constantly updated and does this make people desperate for money? (Beggers...)
Do any classes have an advantage to making money?
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EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
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EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
Comments
Thank you for the reply m(-_-)m
Are there item possesion rules in place? (i.e. NO DROP, NO RENT, etc.)
I left EQ before they added some other ones. What does EQ2 have along these lines?
Well more importantly, what levels of item rarity were seen in Beta? Where there any extremely rare and valuable items, or just silghtly rare items that some people had? Were most of these very rare items found off "named mobs" or mostly quested for?
EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
-----------------
EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
I'm not exactly sure on the incredibly rare items, I only got to level 20. It is gonna be like eql I believe with the extremely rare items being gotten from raids/epic encounters. There are no trade and attunable items. You can trade attunable ones, but when a person decides thy want to use the item it will become no trade from then on.
I think the rarity/power of the items goes in this order(I can't find the post that it was from though):
Common drop
merchant sold
player crafted
rare drop
rare player crafted - crafted from rare materials
raid
epic
I couldn't find the post about the power of items, but here is info on upgrading abilities:
Adjectives: Apprentice -to- Adept -to- Master (each is a major increase in potency, but it does increase the power cost in most cases, maintaining damage (or heal) to power ration, it just allows you to do damage/heal faster)
Grade: I to IV, each being an increase in power within the adjective range, so (other than the case above) I is slightly less powerful than II, but I is considerably less powerful than IV.
One point to note: Not all versions of a spell will be available. Some spells don't lend themselves to an increase, and some adjectives/grades we're going to save for special rewards. (For example, don't expect to see Master II or IV in beta, and Adept IV will be extremely uncommon if present at all)
Followup point: The versions you will see most often:
Apprentice I - granted automatically
Apprentice II - minor potency increase over granted, first easily available upgrade
Apprentice III - crafted from readily available components
Apprentice IV - basic quest reward (will not be present for all spells, special casing applies)
Adept I - uncommon loot drop
Adept II - difficult quest reward (same as basic, not present for all spells)
Adept III - crafted from uncommon components
Adept IV - extended difficulty quests (will only be present in extremely rare circumstances for a very limited selection of spells, likely not present until later beta or post-ship)
Master I - rare loot drop (fyi: when we mean rare, we aren't kidding... these won't be something every player is guaranteed to get)
Master II - not used for release
Master III - crafted from rare components (again, don't expect to see this often, limited selection of spells)
Master IV - Artifact level of rarity and difficulty (rarity equating to 1 of a given type per server)<---that's what I call rare
HOT
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EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
-----------------
EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
I recal a few 1-per-server item's in EQ1, The were obtained through GM events though. Which in my opinion is how they should be. I'm all about HUGE GM events, and lots of them - since i know GM's love doing them.
I'm hoping GM events in EQ2 will include bands or music festivals where GMs record voice overs or bard NPC's and sing sing sing all day long, lol.
-----------------
EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?
-----------------
EQ: 65 Druid. 65 Rogue (Cancelled;2002)
Final Fantasy XI: 75 Monk. 75 Ninja. (Current)
EQ2: Prospective?