Item decay in EQ2 ?

Everquest 1 & 2 Discussions

Moderator: Dictators in Training

Item decay in EQ2 ?

Postby Sirens » Mon Oct 18, 2004 2:07 am

Will dying "enough" in EQ2 make your gear lesser or decay faster .
As this guy writes it seems that decay is there...( repairable though ) but still.. anyone can confirm that this is true ?




Read this somewhere

When you die in EQ2 you suffer the following penalties:

1) You incur a significant amount of debt.
2) You lose a spirit shard and as a result suffer significant stat losses.
3) All of your equipped gear takes a 10% hit on durability

If you choose to Revive without a rez, you will be transported back to one
of the locations specified in the Revive dialog, without your shard, and
with massive debt. If you then run back to where your shard dropped, you can
recover it and regain the stats lost and much of the debt. However, some
debt remains as does the equipment durability loss. If someone rezzes you,
there's no CR, and no shard loss, but debt remains and equipment
degradation. There is no debt-free res that I know of yet (tho this may come
in later levels). You can have your equipment repaired by a mender in town
for a fee (money sink) and if your gear ever gets to 0% it does not
disappear, but it cannot be equipped.

When you incur debt, any new experience that you receive is divided up and
allocated half-and-half to your leveling and to paying off your existing
debt. The debt system is a good system, it's very similar to the one used in
CoH. With this system, you never lose experience, you are always continuing
forward progress. But here's the real key to why a debt system is a great
system: If you're a casual player who doesn't really care about being in top
form for fights and are willing to wait the 72 hours that debt will wear off
on its own, then you love this system and debt is relatively painless for
you. If you're a player who likes to be at optimal efficiency, and you want
to level fast, debt is a BITCH. Debt does the one thing that hurts a
hardcore player more than anything else short of taking away experience: it
*slows down leveling*. LOL this is the worst thing that can happen to a
hardcore player and anyone who has played CoH for any significant length of
time can tell you that debt is very undesirable and highly incents avoidance
of death.
Sirensoft Namelessong
66 Cleric 70 Bard 600 AAA all in all
A Resident of The Nameless since dec. 1999

"If all Zips are Zoodles, and all Zoodles are Zonkers, then all Zips are definitely Zonkers."
Sirens
NT Traveller
NT Traveller
 
Posts: 2639
Joined: Sun Sep 26, 2004 2:25 pm

Postby Gargamellow » Mon Oct 18, 2004 7:46 am

Sounds pretty stupid to me.
User avatar
Gargamellow
Nappy Headed Ho
Nappy Headed Ho
 
Posts: 8683
Joined: Wed Mar 10, 2004 5:39 am
Location: Nunyafuggin Bidness

Postby Tacks » Mon Oct 18, 2004 8:55 am

Sounds like what they're doing in WoW. I think it's a good idea. It's good for a money sink. Your items never disappear and never degrade but they stop working once their durability wears out. If you fix them every few days, you're fine.
Tacks
NT Legend
NT Legend
 
Posts: 16393
Joined: Mon Mar 08, 2004 1:18 pm
Location: PA

Postby Donnel » Mon Oct 18, 2004 8:55 am

Um, why? (directed at Garg)

As to the origonal question, I've only ever noticed a loss in item durability when I died. My gear went down 10% every time, no more no less. It did NOT wear out with use.

Now one that that they released info about early on that I have not been able to verify, is that your items have a number of "cheap" repairs available before the repairs start to ramp up in cost. Like I said, this info was released early on (http://www.clanwhitestorm.com lists it in their info site under "Death") but I can't verify that it's still the truth.

The more your items are damaged, the more it costs to repair them. Repairing items is really no more then a money sink which there are quite a few of (Tradeskills to an extent, item repairs, house furnishings).

EXP debt seems to be a nice trend. No more dinging, dieing, losing level scenarios, and the way that EQ2 does it with the shards is really quite ingenius.

You don't HAVE to go back and get your shard. Within time it will be automatically absorbed and you will get the lost stats back. If you don't go get it (or on the way back to getting it) you have reduced stats for each shard you drop.

No more "long" corpse runs either which is a nice thing. You die, a dialog pops up which asks you if you want to be revived and in alot of cases gives you options as to WHERE you want to be revived to. This will be your choice from any of the "adventure camps" (not like LDON camps) and most of the time they will be in the particular zone you are in.

You also come back fully equipped (with item durability loss of course) but no dieing and trying to get back to your corpse having to fend for yourself because you have no equipment.

Total Party Wipeout? No big deal, revive at the camp, rebuff, and fight your way back down to the bottom of the dungeon.

The Debt that you rack up dieing seems significant at first. Dieing and getting revived presents you with about 20% or more "red" in your xp bar. Go back and get your shard however and you see that red bar shrink down to almost nothingness. If you are in a group you share debt when someone dies, (you get the small small part, they get the big section til they recover their shard, but everyone gets a little)

I died 6 times the other night while doing some solo exploring. I will NOT feel behind or hindered due to my debt (about 20% now AFTER shards as I didn't do much killing while I was running around) It will take some time, sure, but it's not a game breaker or joy killer at all.
Donnel
NT Traveller
NT Traveller
 
Posts: 2126
Joined: Wed Mar 10, 2004 9:00 am

Decay???

Postby meanmonc » Mon Oct 18, 2004 9:17 am

Can I say Diablo ????? Same thing there as well with item repairs.
meanmonc
NT Aviak
NT Aviak
 
Posts: 13
Joined: Wed Sep 15, 2004 6:16 am

Postby Donnel » Mon Oct 18, 2004 9:33 am

Except in Diablo your item decays WITH USE.

In EQ2 it decays only when you die.
Donnel
NT Traveller
NT Traveller
 
Posts: 2126
Joined: Wed Mar 10, 2004 9:00 am

Postby Atalya » Mon Oct 18, 2004 10:25 am

Item decay is the gayest thing in the world and if both WoW and EQ2 are going to implement some sort of it then they can both go fuck taxx up the ass~ :wtf:
Atalya
NT Veteran
NT Veteran
 
Posts: 1192
Joined: Mon Mar 15, 2004 7:52 pm
Location: Edmonton, Canada

Postby Donnel » Mon Oct 18, 2004 10:38 am

And your experience with Item decay is from what game?
Donnel
NT Traveller
NT Traveller
 
Posts: 2126
Joined: Wed Mar 10, 2004 9:00 am

Postby Tacks » Mon Oct 18, 2004 11:40 am

The items don't decay, they never disappear. People get upset too easily.

What's the big deal?
Tacks
NT Legend
NT Legend
 
Posts: 16393
Joined: Mon Mar 08, 2004 1:18 pm
Location: PA

Postby Tikker » Mon Oct 18, 2004 11:48 am

.
Last edited by Tikker on Sat Sep 12, 2015 8:27 am, edited 1 time in total.
Tikker
NT Legend
NT Legend
 
Posts: 14294
Joined: Tue Mar 09, 2004 5:22 pm

Postby Atalya » Mon Oct 18, 2004 11:50 am

no way man no one will buy items that slowly degrade =\ wtf you think i'm bitching about. I need a new truck for winter time yo
Atalya
NT Veteran
NT Veteran
 
Posts: 1192
Joined: Mon Mar 15, 2004 7:52 pm
Location: Edmonton, Canada

Postby Tacks » Mon Oct 18, 2004 11:56 am

THE ITEMS DON'T DEGRADE. How difficult is that to read? The durability goes down, the items stats stay EXACTLY THE SAME until the durability reaches 0. Once it reaches 0 you repair it for a few measly copper and it's brand new again.
Tacks
NT Legend
NT Legend
 
Posts: 16393
Joined: Mon Mar 08, 2004 1:18 pm
Location: PA

Postby Shannan » Mon Oct 18, 2004 12:02 pm

Its not that big a deal to reapir your gear, the repairs range from like 1-7 copper each item. I do my repairs every few days as Taxx suggested and it works well.
Shannan
NT Patron
NT Patron
 
Posts: 1252
Joined: Tue Mar 09, 2004 6:50 pm
Location: Abq., NM

Postby Donnel » Mon Oct 18, 2004 12:04 pm

It's a money sink, not a penalty.
Donnel
NT Traveller
NT Traveller
 
Posts: 2126
Joined: Wed Mar 10, 2004 9:00 am

Postby Atalya » Mon Oct 18, 2004 2:11 pm

i was thinking of dark age of camelot item decay honestly where the durability is like as you said where you fix it every now and then but in DAOC you can only fix an item so many times until it gets unrepairable and there fore useless
Atalya
NT Veteran
NT Veteran
 
Posts: 1192
Joined: Mon Mar 15, 2004 7:52 pm
Location: Edmonton, Canada

Postby Gargamellow » Mon Oct 18, 2004 5:14 pm

Ahhhhh, kind of like repair powder in dark cloud..that makes much more sense.
User avatar
Gargamellow
Nappy Headed Ho
Nappy Headed Ho
 
Posts: 8683
Joined: Wed Mar 10, 2004 5:39 am
Location: Nunyafuggin Bidness

Postby Mhila » Mon Oct 18, 2004 6:16 pm

I have always hated games with item decay. The first time my +88 flaming broadsword of craptacular slices breaks in combat and I end up punching the mob because my raid team sucks and I've died ten times on this raid I'll drop the game and go play something else. Granted, the way SOE worked teh item decay in EQ2 is probably the best way they possibly could have and in a way, Taxx is right about it not being that big a deal to go fix yours tuff once every few days, but 've seen many a monk die more then ten times learning to pull in Vex Thal or some of the other harder zones. Ten deaths in EQ2 will equal one naked charactor because all his gear will be down to 0 durability.

I am playing EQ2 Beta and I played WoW Beta during the stress test and I can honestly tell you, in my opinion, WoW is a much better game. Everquest 2 is pretty, but WoW is polished and just looked like a completed game.
Mhila
NT Aviak
NT Aviak
 
Posts: 38
Joined: Fri Mar 12, 2004 10:48 pm

Postby mofish » Mon Oct 18, 2004 6:39 pm

Well, I dont know much of jack about EQ2 tradeskills yet, but you can buy 'Repair Supplies' from the Mender (repairdude). So Im guessing you could just have someone repair your shit in the field if it gets that bad.
You were right Tikker. We suck.
mofish
NT Traveller
NT Traveller
 
Posts: 2859
Joined: Mon Aug 23, 2004 8:53 pm

Postby Donnel » Tue Oct 19, 2004 8:35 am

Not to mention, you don't "pull" mobs in EQ2.

Your group is 10x more effective if they move around to different spots to fight and actually progress through a dungeon instead of camping spawns.
Donnel
NT Traveller
NT Traveller
 
Posts: 2126
Joined: Wed Mar 10, 2004 9:00 am


Return to Everquest General Discussion

Who is online

Users browsing this forum: No registered users and 21 guests