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Skepticism about selling your creations in Landmark

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Comments

  • MetrobiusMetrobius Member UncommonPosts: 96
    I don't personally know anyone who uses the player studio. I don't use it because im not interested making items for any of the games currently attached to it, but I'll be submitting creations from EQN:L when that game goes live.
  • pmcubedpmcubed Member Posts: 289

    I have a funny feeling EQ:N and EQ:L will exist as completely separate programs.

    Run EQ:L.exe -> build some stuff, make your house or what have you. -> save stuff.eq -> upload stuff.eq

    Run EQ:N.exe -> click your territory marker and zone into your instance.

    Realistically, that is how I see the system being implemented. 100's of players simultaneously editing the landscape in the same instance?  I highly doubt that.

  • tom_goretom_gore Member UncommonPosts: 2,001
    Originally posted by pmcubed

    Realistically, that is how I see the system being implemented. 100's of players simultaneously editing the landscape in the same instance?  I highly doubt that.

    You mean, like in Minecraft? Running on a cheapo 30 bucks a month server?

     

  • EvolvedMonkyEvolvedMonky Member Posts: 549

    Man I must be getting old. I dont see any point in this.  Why not just mess around in a 3d model program.  But is there really a market for this? not just 1,000 of ya but hundred thousand to a million players wanting to buy what billy the 12 year old kid is making?

     

    Im not doubting you guys just curious, I honestly dont get EQL.

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  • Creslin321Creslin321 Member Posts: 5,359
    Originally posted by EvolvedMonky

    Man I must be getting old. I dont see any point in this.  Why not just mess around in a 3d model program.  But is there really a market for this? not just 1,000 of ya but hundred thousand to a million players wanting to buy what billy the 12 year old kid is making?

     

    Im not doubting you guys just curious, I honestly dont get EQL.

    Same appeal as minecraft...

    It lets you build something with an easy to use, accessible tool/game that just about anyone can use.  The problem with 3D modeling is that it feels like work, while building in Minecraft feels like a game.

    In a broader sense, this is the same appeal that games like Rock Band have...it gives you the "feeling" of playing in a band without having to fuss with all that difficult learning an instrument stuff.

    Are you team Azeroth, team Tyria, or team Jacob?

  • Agnostic42Agnostic42 Member UncommonPosts: 405

    If you want an example of how it's happening or what the demand is, log in to EQ1 or EQ2 and check out their markets. Each item created by players has a symbol. Those items are created outside of the game via Blender or other modeling programs and then sent in to SOE. The system they have works, but people having to use other programs and familiarize themselves with the other programs means the amounts that get turned in to SOE are limited.

     

    With EQNL, those tools are provided in game and if they are expanding on the system that EQ1 and 2 have, and I think they are, exponentially. And, if they continue to raise the amount of tools available to those in EQNL then the amount of stuff offered to SOE will not only increase in quantity but quality as well.

     

    The system has been in place for quite some time now, just EQNL is allowing more players to capitalize on their creations, not just those who take the time to learn 3d modeling.

     

     

  • EvolvedMonkyEvolvedMonky Member Posts: 549
    Wont you saturate the market if to many people are creating and selling?  Also if its easy why pay for something you can do with ease?

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  • bcbullybcbully Member EpicPosts: 11,843

    I'm going to be there with bells on. 

     

    What's to stop SOE from saying "that looks great! Put team 32 on it nowa!" though? This was the thing for the hip-hop industry years back. People sent in recodings of beats and lyrics, with the hopes of being signed. Instead their idea was recreated with a twist and they never say a cent.

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