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Old 05-23-2007, 04:01 PM  
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Default Re: Death to RMT

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Originally Posted by Odinn View Post
I am sure most of us remember the original "Training" spells out that were pretty good for some classes. It was a nice boost to your character, but since they didn't want to fix the imbalances between the training spells...M2 choice it is...

But, yeah now everyone pretty much can M2 their best spells. Where the fuck are the M3 spells that we were supposed to get. I know they fucked up the drop rates for the rare that was supposed to make them right before DoF came out. Was it rubicite, or was that just for jewelry?

See, that was a good idea. Rare drops off raid mobs to make M3 spells. It would actually make the Sage class useful too....
I agree to a point. I don't think it is necessary to add another tier of spell quality. Now THAT would be a lot of work. The tiers are ok as they are. The top quality for spells should never have been able to purchase on the open market for any amount of gold. This is a primary error in progression and where it and RMT cross paths.
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Old 05-23-2007, 04:02 PM  
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Default Re: Death to RMT

Ok..hopefully this will not derail the thread, but since we're talking masters/spell progression atm. I thought I'd throw this idea out there...
Sorry if I'm unclear, but english is not my primary language...

My idea involves changing M1 spells from lootable to craftable by your friendly neighborhood crafter.
-Adp3 would be the norm for casual players (1 rare to craft etc.)
-M1 would be the required start for raiders (5 rares to craft..or even more?)

M1 spells would be required to start at the bottom of the progression list.


Using a fictional T7 raid-progression to illustrate:

1. Labs:
  • Turn in object rewarded for the defeat of Lord Vyemm for your choice of M2
  • M2 spell is required to progress to the next tier of the progression.
2. Harla/Gorenair/Talendor:
  • Turn in object rewarded for the defeat of H/G/T for your choice of M3
  • M3 spell is required to progress to the next tier of the progression.
3.Tarinax:
  • Turn in object rewarded for the defeat of Tarinax for your choice of M4
  • M4 spell is required to progress to the next tier of the progression.
4. Hurricanus,Princes,MO:
  • M4 spell is required to defeat these encounters
5. Chel'Drak:
  • Turn in object rewarded for the defeat of Chel'Drak for your choice of M5
  • M5 spell is required to progress to the next tier of the progression.
6. Matron:
  • M5 spell is required to defeat this encounters
7. Clockwork:
  • Turn in object rewarded for the defeat of CWM for your choice of M6
  • M6 spell is required to progress to the next tier of the progression.
...and so on and so forth.

Now..these different spell tiers would more or less "flag" your raidforce for then upcoming tier...
Say.. a M8-spell wouldnt be more powerfull against a T3 mob, but a M3-spell would be close to useless against a T8 mob...
This way a mob like Matron would not be gimped/trivialized because a guild was at the end of the progressionlist and had spells 5 or 6 tiers higher...


This is just some thoughts.. I bet some of you guys with a better understanding of progression will be able to tear this example apart
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Old 05-23-2007, 04:07 PM  
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Default Re: Death to RMT

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Originally Posted by hammarus View Post
Yes its called "I R Raider I Deserve it all Complex" thats fine for most gear, but do we really need it for spells too? Isn't enough for the e-peen challanged to claim kill rights? Oh I guess its more like the gang member with the pimped out car syndrome, than I would care to admit. I guess it boils down to the bling bling.
Anything you accomplish in this game, I can accomplish harder, more often, and better. This is the capitalism vs. communism argument right here.

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Originally Posted by Miranni View Post
I cannot think of any item that is necessary or irreplaceable from a collection quest, with the minor exception of the planar orb proc earrings, which are easy/cheap enough to complete.
The Necklace of Flowing Orbs for mages has no counterpart in T4 or even most of T5. Shit, I didn't replace mine until the FT1 necklace quest in T6. It's done by completing all the abjuration/conjuration/etc shard collections then combining their rewards into a final collection.
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Last edited by Illuminator; 05-23-2007 at 04:09 PM.
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Old 05-23-2007, 04:11 PM  
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Default Re: Death to RMT

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Originally Posted by Illuminator View Post
I can accomplish harder, more often, and better.
O.o What you doin this weekend?
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Old 05-23-2007, 04:13 PM  
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Default Re: Death to RMT

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Originally Posted by Illuminator View Post
Anything you accomplish in this game, I can accomplish harder, more often, and better. This is the capitalism vs. communism argument right here.



The Necklace of Flowing Orbs for mages has no counterpart in T4 or even most of T5. Shit, I didn't replace mine until the FT1 necklace quest in T6. It's done by completing all the abjuration/conjuration/etc shard collections then combining their rewards into a final collection.

Ah? Ok? Not tracking on the Cap vs. Commie stuff. Perhaps a Star Trek line would be better, "The good of the many, outweigh the good of the few"
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Last edited by hammarus; 05-23-2007 at 04:15 PM.
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Old 05-23-2007, 04:23 PM  
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Default Re: Death to RMT

Any one that honestly thinks they can do away with RMT in games is a fool!
This is NOT some thing new it has been around since online games begin and is only growing larger.
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Old 05-23-2007, 04:23 PM  
Fucking SICK of spell resists
 
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Default Re: Death to RMT

How about "What's good for the goose is good for the gander."

While Wolfe is waving his white flag, I will continue to bitch against RMT until obvious fixes are made.
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Last edited by Illuminator; 05-23-2007 at 04:25 PM.
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Old 05-23-2007, 04:41 PM  
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Default Re: Death to RMT

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Originally Posted by Illuminator View Post
Anything you accomplish in this game, I can accomplish harder, more often, and better. This is the capitalism vs. communism argument right here.



The Necklace of Flowing Orbs for mages has no counterpart in T4 or even most of T5. Shit, I didn't replace mine until the FT1 necklace quest in T6. It's done by completing all the abjuration/conjuration/etc shard collections then combining their rewards into a final collection.
Quote:
Originally Posted by Illuminator View Post
How about "What's good for the goose is good for the gander."

While Wolfe is waving his white flag, I will continue to bitch against RMT until obvious fixes are made.
What would you propose, or perhaps you can link to something you've posted before. I know I've read some of what you've posted before. Just don't remember where.

Oh and how about "Six of one, half dozen of the other"
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Last edited by hammarus; 05-23-2007 at 04:42 PM.
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Old 05-23-2007, 05:01 PM  
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Default Re: Death to RMT

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Originally Posted by Miranni View Post
Making items more no trade than they are just exacerbates the problem, as Aandian says. If there are enough items in circulation, then the price comes down. If the items are not in circulation, then people will pay even more for loot rights because A) the current system of loot allows the selling of rights so the items are still "sellable," and B) it is a bigger hassle to stop and get people into zones to loot.
Just the big ticket items go NO-TRADE. There is no issue of making previous items more expensive - because they will not exist. The leftovers will get expensive until they are consumed. Afterwards, things settle down and people can go play the game to progress instead of paying plat to progress. Loot selling is kinda lame imho, but I think it is a smaller number of guilds doing it than most think. I will not disagree with loot right selling being an issue, but explain how B) makes the RMT problem worse? Making any part of loot right selling a hassle is a good thing.

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Originally Posted by Miranni View Post
Collection quest items are only expensive because people are lazy and like to level up their alts with them. I cannot think of any item that is necessary or irreplaceable from a collection quest, with the minor exception of the planar orb proc earrings, which are easy/cheap enough to complete. Some of the items are nice but many of them aren't that great, esoecially lower level ones. The reason those are so high is because servers are top heavy and fewer people are in those zones harvesting those ?s. Please tell me how collections are required for progression?
Why can a lvl 1 character do a lvl 60 collection and ding 3 levels? I believe collections should con. You can't do red collections. It is a stupid fucking system. More fucked progression ftl. I appreciate some of you dislike grinding lower levels. Tough shit? Collections give both AA and Adventure Experience and therefore are very relevant when discussing fucked up progression and buying it with plat.

Quote:
Originally Posted by Miranni View Post
I don't mind the idea of special no trade spells that are only in raid instances, but the same workaround with loot rights would still apply, and it would just nerf down the older content even further. Not that it will matter in a few months I suppose. However, I fail to see how it will have a problem with plat farming.
Actually, it would make lower-tier content relevant and desirable again.

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Originally Posted by Miranni View Post
Honestly SOE's recent ban spree on Perma is what we need more of to combat the plat sellers/buyers; fear coupled with education is the best deterent. If you understand the effects the farming has on the market, or there's a good chance your server is up for a plat ban sweep you might think twice before you attempt to do something stupid like buying plat.
Amen. But there are still things that can be done to reduce it in the future.
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Old 05-23-2007, 05:07 PM  
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Default Re: Death to RMT

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Originally Posted by Wolfe View Post
Any one that honestly thinks they can do away with RMT in games is a fool!
This is NOT some thing new it has been around since online games begin and is only growing larger.
Nobody expects to completely eradicate it. That is unrealistic. It certainly can be reduced though. It takes an open mind and the intestinal fortitude to change the status quo. Just because things have been broken for a very long time, doesn't mean it is too late to fix them. A level cap increase is the perfect time to implement such changes. Everything that I propose to change can remain the same - on the proper servers (SE).
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