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:: Updated by Hannar @ 01/20/04 06:49 pm ::


11. Items and Loot


Tue Aug 12, 2003 05:51 pm
http://www.eqii.com/phpbb/viewtopic.php?p=61719&highlight=#61719
Moorgard wrote:
One of the major topics I already see a lot of concern about is the tradeskill system. I'm still in the process of learning about it (there's a heck of a lot to learn!), so I can't go into too much depth yet, but I can tell you a couple things that will hopefully relax you a bit.

There's a perception I think that different games at SOE just use each other's code and designs at will. "Oh, you guys made a tradeskill system? Cool, we'll just use it and save ourselves the trouble of designing one."

Not the way it works at all. SWG and EQ2 are entirely different teams of people, and despite the fact that there are some similar concepts between the games (the idea that players make awesome items being one of them), each team is doing tradeskills its own way.

Dropped loot has been a cornerstone of the EQ universe since the game was released. The EQ2 team understands this concept *extremely* well.

That's all I'll say... for now. Wink


Wed Aug 27, 2003 10:19 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75001&highlight=#75001
Moorgard wrote:
Items will have level restrictions, yes. EQOA does this as well.


08-28-2003 at 11:27 AM
http://www.eqlounge.com/forums/showthread.php?s=&postid=19245#post19245
Moorgard wrote:
nikiliak wrote:
It is sounding like everquest 2 isnt going to be as "item attached" as its predisesor everquest.


That's an incorrect assumption.

We understand that a crucial factor in EQ's success is the whole idea of character progression, and getting cool items is a major part of that.

You will have plenty of sweet items to lust after.

As I've said elsewhere, the death mechanic is something that is still very much in flux. I don't like forcing someone to lose an item when they die and can't find someone to rez them, and in fact our current mechanic does give the player more of a choice.

We'll keep playing with it to make sure death is meaningful and something you don't want to happen while at the same time making it so you don't outright lose something important to you.


Thu Aug 28, 2003 03:03 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75762&highlight=#75762
Moorgard wrote:
Part One: Item Drops vs. Component Drops

Let me first dismiss the fear that mobs won’t drop loot. They will. As in EverQuest, mobs have drop tables, and those possible drops include complete items. And as in EverQuest, the quality of those items varies depending on the challenge of the encounter. In other words, killing the big bad dragon will net you complete items. So will hunting in a regular zone.

In addition to the chance for loot drops, mobs can also drop components. That nasty dragon might drop a hide, for instance. So say you kill Jimmy the Dragon and he drops a Cloak of Fiery Hotness and a purple dragon hide. Why would a player prefer to get the hide over the cloak? This is where tradeskills come in.

(Please note: The following examples are purely hypothetical and are not specifics of what will actually happen in game. These are merely to help you understand the concepts behind the system.)

You take that purple dragon hide to an Artisan of the appropriate ability who can, through effort and skill on his part, make you an uber item that is usable by your class. Some components will make specific types of items: an orc captain might drop a component that can be made into leather armor, a gnoll commander might drop something that can be made into chain armor, etc. Rare components from uber mobs will probably have a larger variety of things they can be made into. The purple dragon hide could be made into boots or a tunic or sleeves—whatever the player needs most. In any case, the purple dragon hide will make an uber item that will be every bit as rare and desirable as standard drops.

The advantage to this type of system should be obvious. Instead of having a mob drop an item that is specific to a certain slot and class (and could therefore be unusable by the players who are present), the component will be desired by everyone. There is less chance that an item will be sold off or be given to an alt, because anyone there can have something made from the component that will benefit their class.

This doesn’t take away from the uber factor of the loot. Just as loot from the hardest mobs in EQ is rare and lusted after, so will it be in EQ2. We’re just allowing the players more variety in what form that loot will ultimately take. Instead of being on a dragon raid where only one item might be of use to you (and if it doesn’t drop, you feel let down), you instead have a shot at a component that you know will benefit your character.

In the case of uber loot, the player-crafted item is not more powerful than the dropped item. Dropped loot simply has a predetermined function, whereas the component allows you flexibility in what you end up with. Also, the enchantments present on dropped loot will already be in place, whereas crafted items can have customized enchantments. But since this is really the first time we’re mentioning the concept of enchantments, I’ll save further discussion on the topic for another time.


Thu Aug 28, 2003 05:36 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75964&highlight=#75964
Moorgard wrote:
Ketamina wrote:
The only thing that I am mildly concerned about is the statement of, "the crafted item will not be more powerful that the looted item." As someone who likes both types of playing, combat and crafting, it would be nice to see both crafted and looted items be just as powerful as each other, or a nice mix.


I thought this earlier tidbit would make it clear:

Quote:
In any case, the purple dragon hide will make an uber item that will be every bit as rare and desirable as standard drops.


In terms of ubermob loot, the dropped item and the items crafted from the component will be of comparable quality.


Wed Sep 03, 2003 07:54 pm
http://www.eqii.com/phpbb/viewtopic.php?p=81563&highlight=#81563
Moorgard wrote:
Very few things won't be tradeable. As has been pointed out, our level limitations take care of many issues that nodrop was designed to handle.


9/5/03 11:46pm
http://vnboards.ign.com/message.asp?topic=55862498&start=55958657
Moorgard wrote:
The term "epic" gets overused a bit in these games I think. We are currently using the term internally to identify major encounters, though personally I'd prefer to find a different word. The EverQuest meaning of "epic" (essentially the weapon obtained from the quest) is hard to shake.

That aside, there will be high-end gear you might obtain that will be immune to the effects of item wear. We realize people love their phat lewt and don't want to worry about the best items in the game wearing out.

As for specific racial abilities, there will be some, but they will not provide unbalancing advantages. We don't want people gravitating to certain race/class combinations because they feel they have to in order to make the "best" character.


Sun Sep 07, 2003 12:23 am
http://www.eqii.com/phpbb/viewtopic.php?p=85194&highlight=#85194
Moorgard wrote:
No cloaks at ship, sorry.

Doing cloaks right (and our artists are *real* particular about doing things right) takes a ton of work. We have the underlying technology, as you can see with the way cloth moves in game now. But there are so many collision and overlap issues that it would take an awful lot of time to get them done properly before we ship.

Plus, there are some people who just don't like cloaks. Playing a monk, I sure never wanted them in EQ, because displaying one didn't fit the look I was going for at all. Yet at the same time, it's not like you can afford to leave a slot empty, because you can lose major stats and abilities that way.

So considering that cloaks are an option some people would have off all the time and many would turn off at least sometimes, there are bigger priorities for the art team right now.


9/15/03 2:13pm
http://vnboards.ign.com/message.asp?topic=56337064&start=56421424
Moorgard wrote:
As I've stated in other threads, the top level of uber items will be immune to the effects of decay. We understand that part of the appeal of EQ is that it's a very item-centric game, and that having the best items in the game deteriorate wouldn't be fun for anybody.


Sun Oct 26, 2003 12:10 pm
http://www.eqii.com/phpbb/viewtopic.php?p=124550&highlight=#124550
Moorgard wrote:
First off, the death mechanic you quote above that cites item sacrifice is out of date. I said long ago that we're trying different things with how death and rezes will work, so bringing up an old quote like that for debate isn't relevant.

Nefarious22 wrote:
People want the best items in the game and if the people can make thoese items whats to stop them from getting them?


This seems to be a common misconception based on what people have seen in other games.

Artisans can only create the best items they can when adventurers kill the very hardest mobs and those mobs drop a component.

The best items will be tough to get, just as they are in EverQuest. Adding the step of needing an Artisan to make something does not at all affect how rare items will be.

The best items will not be made from common drops, but from rare components that are extremely difficult to obtain.


10/21/03 9:36am
http://vnboards.ign.com/message.asp?topic=58043683&start=58284791
Moorgard wrote:
Folks just have to accept the fact that some people loved the introduction of the Bazaar and others hated it. Neither camp is right or wrong in this debate; it's simply a matter of taste.

Personally, I'm in the pro-Bazaar camp. I never liked having to sit in GFay or EComm and auction over and over for an item I wanted to buy, then deal with the "how much are you paying?" dance from someone who finally had what I was looking for.

I'm much the same way in real life. I hate flea markets or anyplace I have to barter for a deal. I'd much rather check out ads or websites, compare prices, and simply buy what I want from someone selling it for the price I want to pay.

At the same time, I realize there are people who love flea markets, little curio shops, and antique stores for the very fact that they can dicker over a price and come away with a good deal. They get a sense of satisfaction from doing that, and more power to them.

Unfortunately, we can't make both types of shoppers 100% happy. Our intent is to have an automated method of selling right off the bat. I'm sure other forms of personal interaction between buyers and sellers will develop, especially given the types of services that Artisans can provide.


10/24/03 05:55 PM
Stratics
Moorgard wrote:
Let me clear up one misconception right off the bat.

EverQuest II's crafting system (as well as pretty much every game system we have) was designed long before Raph Koster was promoted to his current position. He had no impact on our decisions in this regard, so blaming him for problems that you are predicting we will have is unfounded.

We are well aware of economic problems in other games. As I have stated in other threads, we will not have a 100% player-controlled economy in EQII. We fully intend to actively monitor and adjust the economy to achieve as much balance as we possibly can.

As for concerns over adventurers being unable to obtain nice rewards independent of Artisans, I think I addressed that pretty well in my initial post. Mobs will drop nice loot--legendary loot, in fact. I fully expect players at the high end to wear a mixture of dropped and player-made items to achieve the best possible results. This doesn't cheapen the game for any one type of player, but rather strengthens the appeal for all types.

Remember, even in EverQuest there were quest items for some slots that remain as good as anything dropped in the endgame zones of PoP (the tradeskill planar quest earring comes to mind). So clearly there is room for more than one way to feel a sense of achievement.

Quote:
BTW "the best items will be made by players", sounds ALOT like what SWG just tried to do, is that the new MMORPG battle cry?


No, it isn't. In fact, I don't like the phrase, as it's a misconception in our game.

Saying "the best common items will be made by players" is oversimplifying a bit as well.

At the lower item tiers, crafted items will be superior to what you can buy from merchants or see dropped from common mobs.

As you progress in the game, the difference between dropped items and crafted items becomes not one being "better" than the other, but rather that the Artisan-made items allow for more customization in terms of stats and enchantments. Rather than getting an item that has predefined stats, you can get a component that can be made into any number of things, with stats based upon conscious choices made by the Artisan.

So yes, adventurers will be dependent upon Artisans to have components made into items. But Artisans will be dependent upon adventurers to bring them components to work with, since that's how Artisans gain experience, levels, and skill.


11-02-2003 at 02:19 PM
http://www.eqlounge.com/forums/showthread.php?s=&postid=32755#post32755
Moorgard wrote:
Yes, we have crossbows.


11/09/03 01:53 AM
Stratics
Moorgard wrote:
I think there's really only one female outfit we've shown that I'd consider revealing. We've designed our standard armors and robes so that they essentially look the same on males and females (and on all the races, for that matter). That is, a given plate BP will look the same on any sex or race of character--it won't suddenly have a plunging neckline just because it's on a female.

And it's worth noting that players are quite modestly dressed when they have no armor on. Females wear skirts and blouses, not tiny thongs and skimpy tops.

That's not to say we can't have less modest choices available; we just aren't forcing them on anyone.


Mon Nov 10, 2003 01:01 am
http://www.eqii.com/phpbb/viewtopic.php?p=133505&highlight=#133505
Moorgard wrote:
EtherealWinds wrote:
The reason i ask is because all the screens i've seen so far are with new, shiny lookin weapons, even those of players in the 'noobie' areas outside the city. Atleast for the most part.


If we had released screenshots showing characters running around in rags with sticks for weapons, there would have been ten-page threads talking about how much our armor and weapon appearances suck. Wink

We have an unbelievable array of weapons, ranging from the mundane to stuff that's going to make your jaw drop. That's not an exaggeration, either--my mouth literally drops open sometimes when I go through the printouts showing the latest gear.


Thu Jan 29, 2004 03:39 pm
http://www.eqii.com/phpbb/viewtopic.php?p=195673&highlight=#195673
Moorgard wrote:
Howling Mad Murdock wrote:
now if only i knew for sure if barbs can be paladins now.


They can.

Quote:
and a message to the screenshot taker peoples, can we get some pictures of some more , how shall i say, "standard" looking plate armor? like the armor worn in the movie excalibur for example.


I guess we have tended to show armor that's fairly ornate. We have plenty of "normal" looks as well. Keep in mind that we have only shown the native appearances of these armor sets without any tinting (which of course will increase the variety of looks). And just between you and me, we have an entire line of amazing plate armor that we haven't shown yet.

By the way, it is indeed a little girl in that one shot and she's chasing her pet cat around the village. We have a *lot* of little details like that in our game, including NPCs that interact with each other. For instance, there's a slightly eccentric elf that walks around one area pretending he's a guard, telling other folks what to do. The other NPCs make fun of him as he walks by.

That's just one example of ways we're working to make the world feel natural and alive.


Fri Jan 30, 2004 12:24 am
http://www.eqii.com/phpbb/viewtopic.php?p=196438&highlight=#196438
Moorgard wrote:
Lycrist of Lanys wrote:
The armor tinting isn't up to the players to make. I'm almost positive they won't gve free reign over the colors like they did in EQLive.


Correct. I was referring to tinting that we will do, not players.


Tue Feb 10, 2004 02:06 pm
http://www.eqii.com/phpbb/viewtopic.php?p=208745&highlight=#208745
Moorgard wrote:
There is no plan to have race-based restrictions that preclude the use of common items for a given class. In other words, iksar can indeed wear plate.

Racial restrictions on items will be minimal. The only plan for them at this point is for unique or flavor items. For instance, one might find a long-lost dwarven axe that only dwarves may use. If and when cultural recipes are introduced in the future there would likely be racial restrictions on the resulting items, but the vast majority of items you'll discover or create in the world will be usable by any race.


2/21 1:55pm
http://vnboards.ign.com/message.asp?topic=64704383&start=64704825
Moorgard wrote:
While such an approach might seem realistic, it would have very negative gameplay implications. At best it would flood the market with exponentially more items than would be healthy for an MMOG; at worst it would trivialize the acquisition of weapons and armor.

The alternative would be to give very little in the way of weapons and armor to mobs, but that would make for a very dull looking world. Again, a negative outcome.

So no, you won't be able to loot everything you see on a mob. Besides, nobody wants to spend hours of gameplay stripping items from corpses. At least, I hope not. /shudder


:: Updated by Hannar @ 03/15/04 10:05 am ::


Thu Mar 11, 2004 01:32 am
http://www.eqii.com/phpbb/viewtopic.php?p=234463&highlight=#234463
Moorgard wrote:
Arkin wrote:
You could make a version of no rent items that can not be removed from the dungeon, thus if you port you lose piece five of the crystal key to bob's lair.


Indeed you could.


:: Updated by Hannar @ 07/03/04 02:48 pm ::


03-25-2004 09:48 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=19039#M19039
Moorgard wrote:
Items do not show visible wear as they age or become damaged.

With the number of item appearances we have, it would take considerable time for the artists to make multiple damage shaders for everything. Since most players will actively try to keep their equipment in good condition anyway, it's a lot of effort for minimal usage.


03-26-2004 09:51 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=20273#M20273
Moorgard wrote:
We will not be making packs visible when you carry them.

Backpacks and containers are really about practical necessity rather than an emulation of real-world physics. They're just one of those gameplay things you need to have, and realism isn't a big consideration for them.


:: Updated by Hannar @ 07/03/04 05:11 pm ::


04-09-2004 12:34 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=39504#M39504
Gallenite wrote:
This is another one we talked a little bit about at the demo, so I don't mind jumping in here for fear of spoilage. Smile


There will be normal items, attuned items, and NODROPs. NODROPs are reserved for the cases where you should really be there to experience earning something yourself. (Whether "there" is via dropping, questing, or any other way an item can enter the world.)

As Moorgard's already posted elsewhere, one of the big problems in EQLive is that there's no middle ground between "this item lasts forever, on an infinite number of characters" and "this item is only good for the person who was there."


EQ2 is going to continue in the grand EverQuest tradition of wanting people to actually care about individual items. To prevent item inflation, we need a way to remove items from the economy.

It's a subtle yet important distinction. Our items wear, but not to the point of destruction. Given that, the above two goals are frequently mutually exclusive.

Whenever the item destruction mechanic is used, one of two things tend to happen: Items remain scarce such that people playing the game are angry that their prized possessions are slowly being taken from them and feel frustrated, like they're treading water just to stay equipped, or the item economy is inflated to the point where no one cares about any individual item anymore. It's theoretically possible to do it perfectly, but it's yet another constant balancing effort, in a world where there are already plenty of those to go around.

Given that, we need a way to ensure that above a certain quality, items still don't last "forever."


Enter, Attuned Items. At least on paper, it seems to be a relatively simple answer to multiple problems, and I think our mechanics guys deserve credit for tossing it over the fence as a more friendly solution.

In any event, It'll be a lot of fun to watch the economy during beta to see how it works out, and I'm looking forward to playing it, myself. Smile


As for the effect on the casual player, if anything, I suspect that attunable items will cause a smaller version of the same effect that's apparent on EQLive's Firiona Vie server. Price fixing aside, there are still more interesting things available to more casual players, more often.


04-13-2004 10:13 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=46077#M46077
Moorgard wrote:
We will have several types of loot drops. There will be zonewide loot (items that drop in a specific zone), area loot (items that drop from mobs in a certain part of a zone), encounter loot (items that drop from a certain type of encounter), and individual loot (items that drop from a specific named mob).

The idea behind area loot and encounter loot is to reward people for hunting in tough areas so that camping a named spawn isn't the only way to get good loot. That said, we will of course have very nice stuff drop from named mobs as well. Heck, it's an EverQuest tradition.


Wed Apr 14, 2004 12:04 pm
http://www.eqii.com/phpbb/viewtopic.php?p=256973&highlight=#256973
Moorgard wrote:
Nope, no guns.


Sat Apr 17, 2004 12:11 am
http://www.eqii.com/phpbb/viewtopic.php?p=258656&highlight=#258656
Moorgard wrote:
Brawlers, monks, and bruisers use weapons. Often these will be the hand-to-hand type (knuckles, cestus, etc.) but they can also use blunt weapons. While the original EQ idea of bare hands as weapons was cool at the time, it led to some issues with weapon balance later in the game that we'd rather avoid.


04-22-2004 09:52 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=55462#M55462
Moorgard wrote:
To be perfectly clear, the quality is actually tied to skill rather than level, but explaining it in terms of level makes it easier to understand (and ends up working pretty much the same way).

We're still working out how we want to present the relevant data to the player, but I have faith that our UI people will come up with something slick.

There is a lot more to the way we create items than is expressed here. We actually have a rather complex system of item tiers that define quality, the amount of bonuses something can have, whether it's dropped or crafted, rarity, and more. It gets a bit technical and talking about it too much would take away from the immersiveness of the game, so it will likely remain one of those behind-the-scenes things that you'll only hear about in passing. But I think it's worth mentioning to illustrate that the creation of our items is not a random process at all, but something that has a lot of thought behind it.


04-27-2004 10:21 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=fighter&message.id=1791#M1791
Moorgard wrote:
Warchanter wrote:

don't know if this came up before, but i'm curious if we are given the opportunity to wield a 1H weapon in both hands...
for example leading a katana (which is actually 1H) with both hands doing 1 1/2 damage (taken from dnd)


No, we don't have any plans for that.


05-11-2004 05:47 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=88823#M88823
Moorgard wrote:
Yep, there will be non-armor clothing.

You can't expect us to reveal everything at once, you know. We've still got plenty up our collective sleeve.


05-11-2004 05:59 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=fighter&message.id=2643#M2643
Moorgard wrote:
Vanguard is the fancy stuff, heavier than plate. We've shown a couple sets, but there's a lot more to come.


Sat May 15, 2004 11:43 pm
http://www.eqii.com/phpbb/viewtopic.php?p=279487&highlight=#279487
Moorgard wrote:
My lengthy explanation of the difference between crafted and dropped loot is still accurate. Artisans can make customized gear according to players' specific needs, but it won't be better than the dropped stuff in terms of stats or power.


5/19 8:22pm
http://vnboards.ign.com/message.asp?topic=69058547&start=69108834
Moorgard wrote:
Quote:
"Picture waiting for the FBSS for 10 lvls then suddenly you lvl and cant get it."


Rather, picture not needing the FBSS anymore and instead being able to shoot for a better item.

Remember, items have level ranges in which they're most useful. You shouldn't care about lower-level gear because you're working on obtaining things that help you at your current level. We want players to be looking forward, not back.

Nothing will prevent you from entering a dungeon that is significantly lower level than yourself, but you won't be farming it for loot.


:: Updated by Hannar @ 07/03/04 10:01 pm ::


05-29-2004 09:39 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=119580#M119580
Moorgard wrote:
It was an artistic choice in the early stages of development that a given suit of armor would look basically the same on every race.

We have 16 playable races with male and female of each, plus several other races that can wear the same armors (such as the orcs). Let's say we have woven, leather, chain, plate, vanguard, and robes for each, plus artisan clothing and special outfits for monks and bruisers. That's about 16 x 2 x 9 if we only did one set of each, and that doesn't count NPC armor.

Making armors look the same on all the races allows us instead to create a much deeper variety of each type of armor. Thus every race has far more potential looks before we even begin creating tinted variations.

We have talked about adding small visual elements that might be unique to races or classes, but that likely wouldn't happen until after the initial release.

Given the amount of detail in our armor sets, I think we get much more bang for the development buck this way.


06-21-2004 11:05 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=137657#M137657
Moorgard wrote:
There is no unlimted ammo. There will never be unlimited ammo. Unlimited ammo seems like a good idea, but it really isn't. It only limits the kind of fun you can have with rare ammo types.


06-22-2004 11:23 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=138272#M138272
Moorgard wrote:
Sorry, we will have restrictions on what kinds of items the different classes can wear and use. It's part of both flavor and balance.


06-27-2004 12:08 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=141474&no_redir=true#M141474
Moorgard wrote:
Nyat wrote:

New game, new number of slots



That about sums it up.


6/28 9:03pm
http://vnboards.ign.com/message.asp?topic=71175867&start=71211570
Moorgard wrote:
They block. There are different types, each of which have different block percentages.

No, I'm not going to reveal the percentages yet.


07-02-2004 09:42 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=145285#M145285
Moorgard wrote:
Currently there is an overall Defense score, but each armor piece has its own damage resistance percentage that come into play when you are under attack.


:: Updated by Hannar @ 07/12/04 05:33 pm ::


07-08-2004 03:14 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=147851#M147851
Moorgard wrote:
Crystalscan wrote:

If I were to have 2 plate BP's that have different stats and names would they still look alike when I put them on? One thing that annoyed me in EQ1 was that all plate/chain looks the same not including the different colors.



Is every plate BP in the game going to have a unique look? No. There will be far too many armor types for that to be possible.

But we do have far more base appearances for each type of armor than EQ currently does. Multiply that times the number of different ways we can tint items and you have a huge variety of possible looks in the game.


Wed Jul 14, 2004 12:01 pm
http://www.eqii.com/phpbb/viewtopic.php?p=318273&highlight=#318273
Moorgard wrote:
Deathbane27 wrote:
There will almost undoubtably still be penalties for carrying too much, there just won't be any EXTRA penalty if you happen to be a Brawler.


Correct.


:: Updated by Hannar @ 08/01/04 05:37 pm ::


07-23-2004 05:31 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=157505#M157505
Moorgard wrote:
More to the point, a mage wouldn't have the knowledge to use a polearm, and thus wouldn't even be able to equip it.

Usage is based on knowledge and skill levels, so the ratonga fighter will be able to wear the same gear as the ogre fighter. We can put racial restrictions on items if we choose, but those are more likely to be the exception rather than the rule.


07-24-2004 03:00 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=157927#M157927
Moorgard wrote:
The rags that you see in character creation are what you wear when you have nothing equipped.

We had talked about other options at various points, but since you aren't ever forced to be naked after the tutorial (i.e. you are still wearing your gear after you die), providing other default clothing isn't a priority.

If you want fancier non-armor clothing (to enjoy Norrathian night life, for instance), I suggest you seek an artisan's assistance.


07-25-2004 10:47 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=158327#M158327
Moorgard wrote:
You don't have to.

If you're wearing your Chestplate of Uberness, just open your bag that has your Silk Tunic of the Suave and double-click on it. The two items swap out without ever seeing a rags look.

As I said, once you get your first pieces of gear on the Isle of Refuge, nobody need see the rags again unless you want to.

We've talked about changing the default look to something less ragged once you get to a certain level, but that may or may not happen at some point in the future. You're never forced to be naked after you're no longer a refugee, so this just isn't something we're going to make a priority.

And in any case, we have no plans to implement speedos and disco dancing.

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