Neverwinter

Neverwinter

Megiddo Mar 1, 2014 @ 11:43am
Tradable loot?
Hello. I'm downloading the game to give it a shot. My MMO experience is pretty much limited to Everquest. When Everquest was released, near every thing was tradable and it had a strong economy. This lasted a couple expansions, but later the devs foolishly decided to make nearly everything no trade. I moved to the Firiona Vie server, which has a unique ruleset in keeping most loot tradable. Most of the other games I've tried clone EQ with no trade tags on everything. So my question is does Neverwinter have a strong economy with tradable loot? Is it possible for group or solo players to aquire raid loot through farming and trade? You get the idea. If Neverwinter is another MMO that near everything rots, I'll probably play it a week and move on. Thanks in advance.
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Showing 1-4 of 4 comments
Baron Von Boom Mar 1, 2014 @ 12:36pm 
The chest items at the end of dungeon runs are BOP, while the items that drop from bosses throughout the dungeons are BOE, thus they can be traded readily.

This applies to pretty much all dungeon gear & what you will find is people running a dungeon multiple times during a Dungeon Delves event (Dungeon chest is unlocked) that way maximising their chances at BOE drops plus the guaranteed BOP from the chest which they will either use or salvage.

Everything pre end game/max lvl 60 can be pretty much found in the Auction House for peanuts as they either drop readily or just arent wanted - Green/Blue items etc...

While still in beta all the items were BOE but due the massive influx of farmers etc they changed it to get a better grip on the economy, its still good but not the gold rush we had last year;)

Its a fun game with plenty of flaws but worth a shot.. enjoy!
Megiddo Mar 1, 2014 @ 3:17pm 
My wife and I are giving it a go. Guessing the B in BOP and BOE stands for bind. We only played for an hour, but so far the vast majority of loot has been no trade or for some lame reason turns into no trade once equiped. The few items we found that were tradable were inferior to those that weren't. Not too surprised, as this seems to be the loot model that every developer and their mother wants to follow. We're going to give it more than an hour, of course, so later we'll try to check out the bazaar or auction house or whatever is used here.
Qutsemnie Mar 1, 2014 @ 8:10pm 
In EQ terms everything turns into no drop on equip except augs, but the drop rates are far higher than EQ after you account for named mobs that are always up versus up every 4 hours or up after you clear constantly for 3 hours.

Also in addition to that the named have a drop table that is tradeable (until equip) like EQ and they drop one item, but the named are always up. In addition to that there is a chest for everyone that is basically the same loot table as the named, but no drop. So, the tradeable thing is 1 per a 5 people, and the no drop thing is 5 per a 5 people (with random loot table screwing you over). The game will also buy out all loot for 5 to 10k worth of astral diamonds keeping the economy inflated to a degree.

The result is the economy actually works even for fairly common drops. It is probably the best mmo economy I have seen for pve since Everquest. It functions differently, but EQ economy had issues after the early glory days. For example, they tried to address the insane rareness of items by making items more common and the result was you didn't actually have to camp your mobs or play the game because the items sold for nothing.

The only way EQs economy function was if items were almost a myth. (oh yeah I played 10 years of everquest with 2 years played on one character). What I mean is you coul go camp a fungi tunic, but you almost never actually got one. The fungi tunic kept value, but most of the time you were just doing nothing for yourself. They went and made items much much much more common to make you feel like you could get them yourself, and then they were so often appearing that you couldn't even give them away.

Chardok had some of the rarest items I have seen in any game ever. I remember some items in Chardok were so rarely the playerbase wasn't even sure if they actually existed (but I have digressed because those were no drop items). That was drop table rare. Then you had stuff in Velious that was on a 3 day timer, so one entered the game every 3 days if the named happened to drop it, but it was tradable!

The bind on equip rule makes it so you both see items frequently, and they have value in trade.Like right now there are a grand total of 6 helms in the bazaar for my set that I am chasing. 6 total. Entire game. I could get it from the dungeon, but I can't do that dungeon yet, and I could get it from the bazaar, I don't want to pay the markup when people realize there is only 6 available for everyone.

You can get rich off loots, but you can also camp loots for yourself and not be commiting a week of camping just for the chance at a roll. They managed to thread a needle. One effective strategy is to take anything you get that is tradable and sell it, and come back for the no drop stuff.

Last edited by Qutsemnie; Mar 1, 2014 @ 8:20pm
Paatwo? Mar 1, 2014 @ 11:23pm 
"my experience is pretty much limited to Everyquest" later you say "as this seems to be the loot model that every developer and their mother wants to follow" do you actually have any idea what you're talking about? <.<
the majority of the stuffs are tradeable but in the low levels you dont even have to care about that. just play the game and you'll replace items as you go.
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Date Posted: Mar 1, 2014 @ 11:43am
Posts: 4