When I played EQ, you could not mail an item to one of your own alts to store. No such feature existed.
Instead, you had several options. One was to give the item to someone you really trusted, log off and log back on as an alt, and have the trusted person give it to your alt. Another (and this one really sucked) was to put the item on the ground in some out of the way place, say some prayers, then log back in with your alt and pick it up. A third way, which unfortunately I can't remember, might involve the use of your guild bank?
Since EQ I have become used to being able to mail items to my mule accounts and alts for storage when my main's bank started getting full.
I wonder though, is Pantheon going to go full old school and take us back to the days before that convenience?
I have to admit that storage of one's stuff was practically a mini-game back then.
Anyone heard anything on this issue?
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But there are also maybe a 100+ other small things that were hard or harder than anything you see today. And though they be small, they all add up to quite a lot of additional challenge. Ever since WoW most of those smaller challenges have all been smoothed over. You don't even think about them anymore really.
I wonder how many of EQ's smaller challenges (like transferals to alts) will reappear?
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Logic, my dear, merely enables one to be wrong with great authority.
mmorpg junkie since 1999
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There is little reason to restrict item transfers between alts.
Baring it won't do anything except grant an additional convenience to people with multiple accounts. Be those bot accounts or family members, it makes no difference.
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How would they differentiate between one person with multiple accounts and a family with one account per person? My daughter, for example, loves MMO's, but is too young to have her own credit card.
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While it might have been a challenge I don't think it was a done on purpose.
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I wouldn't really have a problem with that. Alternatively there could just be a mail system. I just don't think mail should be instantaneous. I think it should take a few hours (couple in game days).
My point, which I seem not be making very well, is that these types of things were once found throughout EQ and, for good or for ill, intentional or not, contributed to its overall difficulty. I fully expect they will be removed, and I don't at all oppose that, but dealing with these sorts of aggravations was once part of the game.
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My suggestion would be that swapping items across characters should be limited by time, just like I think trading or transferring through mail. Otherwise, you may as well just give characters unlimited space in their bank. On top of that, I think how much bank space your character is entitled to in a city should be merit based for those with things like higher faction, higher levels in a trade, etc. That way, even if you can transfer items to an alt, a level 1 based on things like level, trade, faction and so forth will only have a little storage space.
Don't think those things are going to happen, considering they've already said they intend to have localized banking. For those who don't know what that is, it means what you put in the bank in one city, does not appear at your bank in another. Location and transportation matters.
My opinion.
The missing piece of that journey puzzle has always been enjoyable and interesting content prior to endgame. Different genre, but see the Dark Souls series for an example of a game where you don't fast-travel, but that's fine because the entire world is filled to the brim with dangerous and interesting content. Traveling is an adventure in and of itself.
Take duck hunting for example. It's not just shooting the duck. You have to get your gear and gun ready. You have to find a place to put your blind, and then set it up. You have to set out the decoys. And then you have to sit quietly for hours and hours waiting on the opportunity to shoot. That waiting is part of the challenge. The same is true for fishing. If you took the waiting out of fishing it would eliminate 90% of the fishing trip.
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Fun can be assessed task by task, sure, but it can also be measured by the overall satisfaction that comes from completing a multi-step project - even the individually unfun parts. Epic quests in EQ were hugely satisfying, albeit there was a lot of crap you had to do as part of them that was not itself fun.
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One shouldn't need to be a philosopher to understand these things, but with western society so inundated with socialistic ideals, what used to be common sense has become uncommon sense.
As far as working for things, sure that is a large part of enjoyment. But I think there is "working for something" and "working for something that is just awkward when it could be intelligently organized/done/etc".
Having multiple warehouses with different product/mats, etc where you have to transfer items from one to another to market is fine.
Making it hard to store things so one has to resort to making additional characters because there aren't other storage options doesn't make sense.
Characters shouldn't be storage. Storage should be storage.
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