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Couple of questions coming from a DAoC PlayerFollow

#1 May 14 2004 at 1:26 PM Rating: Decent
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My wife and I recently came over from DAoC after almost 3 years of play there. DAoC was our first MMPOGD, so what we know, we know from it.
So far EQ has been a blast with a nice change of pace.

--but--
I have a couple questions that if someone out there could be so kind to answer, would help us out:


1. Equipment wear and tear---does it exist? And if so, what do I do about it or prevent it?

2. What good are crafting skills such as baking? I haven't seen any results that happen from eating a highly skilled pie, so are my only benefits the ability to sell the items?

3. Can you salvage items such as armor and swords into their raw materials?

4. How much should I tip for buffs? I know some spells like have componants that cost a few pp, what is the going rate?

5. Is there a sprint command?

6. Is there camp bonus's for EXP?

7. I have been saving pretty much all my skill points after a level up, is this a bad idea?

I think that's all I can rattle off the top of my head, thankx in advance!!

Edited, Fri May 14 14:28:52 2004 by MontanaMike
#2 May 14 2004 at 1:49 PM Rating: Good
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(1) No item decay
(2) Foodstuffs can add stats to your character while they are being "consumed". Not all do, but the higher difficulty ones are nice and even the easy ones can add a point or two of wisdom, strength, etc. Other tradeskills are the same; you can make nice enchanted jewelry, armor, weaponry, bows, idols that focus magical effects, etc.
(3) Some weapons, yes. Rusty and fine steel weapons can be smelted back into ore.
(4) At the minimum, the component cost. I tend to tip about 5pp for low level stuff and up to 50pp for high level buffs like Virtue. Then again, it's easier for me to make money back than for a lvl 10.
(5) No, you have walk and run. How quickly you run depends largely on what buffs you have on you (or like things). There's not much point to walking anywhere.
(6) Each zone has a ZEM (Zone Experience Modifier) so some zones are better xp than other zones of the same level. For instance, dungeons are typically better than outdoor zones. Individual areas in zones don't have seperate modifiers, though you might find some abnormally easy mobs someplace, such as one with fairly low hitpoints or damage that makes camping it more "profitable" than a normal mob.
(7) Not really. They're helpful later for propping up skills you've let slack, especially weapon skills. Some people hoard them like gems, but then you hit lvl 65 and have three hundred skill points and nothing to spend them on. Don't squander them, but unless you use them, you may as well not have them.

Edited, Fri May 14 14:49:00 2004 by Jophiel
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#3 May 14 2004 at 1:50 PM Rating: Good
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1. Equipment wear and tear---does it exist? And if so, what do I do about it or prevent it?


Nope, stuff seems to last forever.

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2. What good are crafting skills such as baking? I haven't seen any results that happen from eating a highly skilled pie, so are my only benefits the ability to sell the items?


Eating the highly skilled pie will not do you any good. Having it in your inventory will, though (if it grants a bonus). {Tricksy SOE, tricksy, SOE.} However, you only get one bonus of that type at a time. I believe the trick is to hold cheap food in the slot that will be eaten first and maintain your bonus granting food in the slot behind it. As far as the skills go, they are helpful in crafting some of the items you need for quests or to make other items. I haven't really crafted much, myself.

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3. Can you salvage items such as armor and swords into their raw materials?


I don't believe so.

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4. How much should I tip for buffs? I know some spells like have componants that cost a few pp, what is the going rate?


Depends on the buff. Most people won't flat-out name a price, but any time I want to know how much to tip, I ask someone else who's getting buffed. If their number seems wacky, I just ask the buffer. Damn the tiptoeing around, I say!

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5. Is there a sprint command?


If you've got run turned on, (which you always should have) then you need buffs like SOW if you want increased speed. There may be some AA ability I don't know about (most of them, actually) that increases speed also. Save up and buy a horsey. There's your speed. As far as short bursts of speed, I don't think so.

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6. Is there camp bonus's for EXP?


There are exp. hot spots and there is a group bonus for exp.

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I think that's all I can rattle off the top of my head, thankx in advance!!


You ask well-phrased, intelligent questions so I don't mind trying to answer. My own experience is limited as I've been playing but a few weeks now. I do hope all of my answers are informative (and accurate). This forum is well visited, so I feel assured that corrections and expansions to my answers will be forthcoming. I advise signing up for the Premium service here if you really enjoy EQ and desire a good knowledge based you can search. It's cheap and worth it.

#4 May 14 2004 at 1:50 PM Rating: Decent
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1) No item decay, note that some items have charges and are expendable, however.

2) The top/left most food/drink in your inventory will provide you with stats if it has stats. People bake/brew for a variety of reasons, one of which is to make items to sell for a profit. There are also quest items that are baked and brewed. Other tradeskills use brewed components, etc. You will find that many tradeskills are linked and interdependent.

3) No material salvage

4) Server dependent, but in general if it only costs mana, you tip as much as you like to. Ports, for instance often go for 10-50p. I have been paid 2000p for a port. Buffs that cost a component, like Temperance or Virtue I would say tip at minimum the base cost, and add in for the caster's time and mana. 12p would be cost for those spells, I would never ask for one personally without paying 50p (but then I have the plat to spare).

5) No sprint, you will want to look into Spirit of Wolf (the spell) and the potions (blood of the wolf).

6) No camp bonus, but people 'camp' anyway because it is safer - less risky. Do a dungeon crawl and your groupmates will freak out because they are used to sitting and medding while someone brings mobs into your 'camp'.

7) it is a good idea to save some, especially if you are a caster and want to put them into research skill later. You can only put 20 into any tradeskill before you must skill up by combining recipes. Don't add points into languages, they are silly easy to learn by grouping with someone and spamming any text back and forth in unknown languages. Otherwise, all skills (spell and weapon) will raise on their own as you use them. You WILL want to put 1 point into skills that you gain later in level, such as kick, dodge, bash, riposte, dual wield etc. since these skills must be trained to a value of 1 before they will start to increase by themselves. When in doubt, put a point in and let them go up by themselves if you aren't sure.

Good luck and happy hunting.
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#5 May 14 2004 at 2:05 PM Rating: Good
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In Reference to question 5:

There is a little known skill that some of us oldies may remember back from the day before ANYONE was high enough for SOW.....

It was known as "vectoring". Here is how it worked (and I think still works on the Original continents..Antonica, Faydwer and Odus).

When you find that suddenly you need to flee from a mob (do this BEFORE dropping past 50% health to be sure you dont drop speed because of low health), hold down your forward key and either of the left/right keys at the same time. This will put you at an angle vector, instead of a linear vector, the old world mobs ran on linear vectors, so will essentially run forward, left/right, forward, left/right, etc....

What this does is allow you to effectively outrun the mob due to your angle of travel, usually only usable in the great outdoors, but still it does come in handy.

Just a tip from one of us old schoolers that has not forgotten the times before everyone and their kitten were SOW junkies.
Smiley: grin
#6 May 14 2004 at 2:12 PM Rating: Excellent
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Back to salvaging, since everyone else said "no" (and they're WRONG!! heh), you can salvage some materials as I mentioned.

IIRC, rusty weapon + flask of water in a forge = Low Quality ore
Tarnished weapons + water = Med. Quality ore
Fine Steel weapons + water = High Quality ore

The size of ore (bit, block, large block, etc) depends on the size of the weapon -- daggers give back smaller blocks than two-handed swords do.

I might be off on the details, but that's the gist of it.
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#7 May 14 2004 at 2:29 PM Rating: Good
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Yes, you can salvage...check here eqtraders
#8 May 14 2004 at 2:31 PM Rating: Decent
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I don't doubt you when you say you can convert weapons into ore, and forgive me if I am missing something, but why would anyone ever want to do this?
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#9 May 14 2004 at 2:44 PM Rating: Decent
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you can convert weapons into ore, and forgive me if I am missing something, but why would anyone ever want to do this?
It makes low level smithing incredable cheap, from rusty weapons you can make the sheets used for banded mail <8sp for a broadsword instead of 3gp for the ore>

This is why the vendors that sold rusty weapons as standard in Freeport and Neriak where taken out.

The same is true of dropped fine steel weapons for ornate chain and tarnished for fine steel plate.
#10 May 14 2004 at 2:48 PM Rating: Good
Samatman asked:
Quote:
I don't doubt you when you say you can convert weapons into ore, and forgive me if I am missing something, but why would anyone ever want to do this? 

Because rusty and tarnished weapons aren't really good for anything after the earliest stage of the game. (Can you remember the last time you *upgraded* to a rusty weapon and then lovingly polished it to tarnished?), when sold to merchants they're little more than *drop trash* bringing in a gold piece or less and after you have a decent weapon, what would you ever need one for?

Ore on the other hand, can be used to make all kinds of useful things... Not the least of which is to skill up your smith!
#11 May 14 2004 at 3:04 PM Rating: Decent
1. Equipment wear and tear---does it exist? And if so, what do I do about it or prevent it?
No, though I heard they're thinking about adding it as a feature in EQ2.

2. What good are crafting skills such as baking? I haven't seen any results that happen from eating a highly skilled pie, so are my only benefits the ability to sell the items?
There are "stat" foods that can give you extra points to various stats. It just has to be in the first slot to be eaten position. A lot of people keep around a stack of cheap, no stat food and force feed it to themselves from time to time so they don't actually ever eat their stat food. So you can have that Hero Sandwich giving you stats for a very long time! Also, light weight food is nice for those of us (like monks) who are trying to keep their weight down. Ration versus Fish Rolls

3. Can you salvage items such as armor and swords into their raw materials?
Jophiel is right. Weapons can be smelted down.

4. How much should I tip for buffs? I know some spells like have componants that cost a few pp, what is the going rate?
Virtue and Temperance cost the cleric a peridot to cast (around 10-11pp each). Tip amounts probably vary by server. 25pp minimum for a Temp or Virtue. Probably about the same for KEI.

5. Is there a sprint command?
Without spells, you have a choice of Run or Walk.

6. Is there camp bonus's for EXP?
I don't get this question. There are zones with various exp bonuses (mostly dungeons). Is that what you're asking?

7. I have been saving pretty much all my skill points after a level up, is this a bad idea?
Depends on your class. Classes that melee tend to spend their points on whatever skill may be lagging behind the others.
#12 May 14 2004 at 3:22 PM Rating: Decent
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I don't get this question. There are zones with various exp bonuses (mostly dungeons). Is that what you're asking?


In DAOC, spawn points have experience bonuses that "wear out" as you kill the stuff there.

If the mobs have not been killed for several hours, you get say a 25% bonus when you kill them, after an hour or so you'd get into penalties. Was suposed to make moving around rewarding, which didn't work... killing 5 mobs with even a 25% penalty in 5 minutes is better than killing 3 mobs with a bonus, but wasting 5 minutes running between each one.
#13 May 14 2004 at 3:25 PM Rating: Decent
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Regarding camp exp, as I recall from DAoC they had a system where you got a bonus for being at a fresh camp (promotes moving about rather than staying at one spot). EQ doesn't do that, as mentioned before the entire zone has a modifier. Its not changed often though, so its not like it adjust as more people go there or if the same people have been in the same zone for a long time.
#14 May 14 2004 at 3:42 PM Rating: Decent
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Camp bonus is additional experience awarded for mobs that haven't been killed for a while. It builds up to full in about an hours time and goes down very, very slowly in dungeons.
As stated above the idea was to prevent camping but as also stated overall it doesn't work unless you know your camps really well and move around alot.
Where it really came into play was in dungeons.
#15 May 14 2004 at 9:12 PM Rating: Decent
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Just clarification on Stands item :)

If you just hit up and left/right, you'll run in a circle (which I'm sure he knows and stuff). Hitting up and control+left/right will make you run on an angle.

This is indeed faster than running at your nomral/buffed speed. It can also be used to move faster when highly encumbered (though you may still be rooted if you get *too* high).
#16 May 14 2004 at 9:41 PM Rating: Decent
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Doh! Thanks Cafeenoftheazurestorm....Yeah I was at work and when I try to post there, I often miss a few things.
#17 May 16 2004 at 9:40 AM Rating: Decent
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Samatman wrote:
I don't doubt you when you say you can convert weapons into ore, and forgive me if I am missing something, but why would anyone ever want to do this?
Sorry for asking such a stupid question, thank you for your replies. I won't ask anymore questions here out of pure fear.
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