In the midst of the discussion, several points were brought up concerning limits on good equipment. The following were thoughts from various people on the issue:
Amorana wrote: I also think the problem is entirely solvable without modification of current abilities - get rid of the silly limits on gear. Make all "great gear" rare spawns that may or may not be found, but don't limit it to x number of items. Then it doesn't matter if someone is better at getting there than you are - you'll find it eventually if you put in the time and effort.
Jhael wrote:Personally, I think that because of the limit on items it really makes the ability to bypass blocking rooms problematic. It definitely is a case of "Luck bastards" but I think it's a mistake not to look further than that and consider what implications is has more than just being lucky.
Manglor wrote: I guess. I think the problem still is that mortals feel as though they can't play with anything but the best and what was the best 5-10 years ago is now crap. Give players a taste of armours/weapons that are gamebreaking and you create a monster, literally. We did fine before the MBP.
Guilds hoard items because they break too easily. No weapons/armours should break before stuck at scarred by battle/vbs. But instead, you have a sense of urgency to hoard 'in case they break.'
Jhael wrote: I believe that this is one reason why being able to bypass rooms/guards that would normally block is problematic. I think the abilities are not the problem in and of themselves, but when you combine the abilities with the equipment system, we have a bad situation where certain guilds have definite advantages over others. Combine that, too, with the amount of work that non-bypassing guilds have to do to get to the item just to find that it's already been taken ...
Amorana wrote: 10 years ago, people also weren't fighting many of the super-sized super-abilitied mobs that exist today. The combat system also hadn't been redesigned as it is today. The fact of the matter is, the AMC, blue shin guards, silvery bracers, and golden wing dragon helm just doesn't cut it anymore. I teamed with super sized Mersereau the other day wearing 'average' gear. He was bleeding health at a rate almost too much to make it worth it.
So here's my question: Is there any good reason to still have limitations on rare gear in terms of a fixed number? When Genesis was on a ~1 day Armageddon, I agree it made sense. High turnover meant people could get lucky and find the gear (if not always, at least sometimes.) However, now that the world takes nearly a week and a half to reset itself, combined with the rare spawning of saving items near the beginning of Armageddon and the high spawn at the end... Is there truly any reason to limit the number? Even if a guild manages to get 10 MBPs in an Arma (which, if made rare like I am saying would be a feat), with the distribution of saving gear, what... 2-4 will save? I am just curious if we could get a wizard perspective on if there's a good reason why we are sticking with what is (to me) sort of an outdated system in this regard.Kiara wrote:Amorana: I however completely agree that removing this "unique" thing on items would be much helpful for many things. I am guessing this particular incident happened when mages tries to recycle their platemails, and you tried to beat them to it? Or?
As you say, with a tiny chance of random drops at all times it would be much more fair and fun for everyone I think. Fine, you couldnt recycle your stuff and always have it, which will make some people grumpy. And yes, Fluffy has decided to gather all Quickwoods to "punish me", I guess thats a perfectly fine thing to do, keeping stuff from your enemies hands. But apart from that aspect I see little good with this unique item system, and for the overall experience of the game I think it'll be much more enjoyable when you know there is ALWAYS a chance your EQ raid will be successful. In many cases these days you already know there is no use to go after certain items, since you already know a group of people have all of the said items. And they dont have it to punish you or anything, they just like hoarding and recycling. Which is fun for them, but for most people it takes away a lot of the fun in hunting for EQ though.
And really, is recycling REALLY that fun? Does even you recyclers really ENJOY It??
It just seems to me that in some instances the play style of hurt-my-enemy-by-hoarding-this-item seems to hurt the game more than it helps, and number limits on gear promote this type of play.
So, I guess my suggestion is: let's take a look at this system and make it into more of a rare-spawn system and less of a "this quickwood hoopak is 1 of 5 in a limited edition run" type setup.