Discussion:
*Attuneable* items
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Jennaii
2004-10-02 12:56:02 UTC
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What exactly does that mean? I did a google search and found nothing...

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Skila Windrunner - 58 ranger
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Tyas
2004-10-02 13:43:22 UTC
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Post by Jennaii
What exactly does that mean? I did a google search and found nothing...
I gather its a droppable item that becomes nodrop when the first person
puts it on.
Anonymous
2004-10-02 14:17:52 UTC
Permalink
Post by Tyas
Post by Jennaii
What exactly does that mean? I did a google search and found nothing...
I gather its a droppable item that becomes nodrop when the first person
puts it on.
You gather correctly. It's introduced in OoW and currently only on OoW
items. It basically remains "free" for selling or trading but once it is
equpped, it "attunates" to the wearer and becomes no drop permantly.

If you don't have OoW installed, you can still get the item but only from
friends, auctions, and bazaar.
Moopy
2004-10-04 10:40:25 UTC
Permalink
Post by Anonymous
If you don't have OoW installed, you can still get the item but only from
friends, auctions, and bazaar.
Whats the problem they're trying to solve with this? Allowing
tradable items without flooding the economy with product that never
leaves it? A sort of de-facto item rot from the supply side
perspective?

Matt
Lance Berg
2004-10-04 11:22:47 UTC
Permalink
Post by Moopy
Post by Anonymous
If you don't have OoW installed, you can still get the item but only from
friends, auctions, and bazaar.
Whats the problem they're trying to solve with this? Allowing
tradable items without flooding the economy with product that never
leaves it? A sort of de-facto item rot from the supply side
perspective?
Aye, it seems so. The idea's been in the game already, items like Ornate
patterns, which are droppable, but when turned into the actual armor
become no drop.

I think its weird, since it doesn't address the problems of farming and
twinking, where simple No Drop does (to some extent); problems most
people seem to agree are more pressing than hand me down mudflation

On the other hand, I was just musing the other day over how the No Drop
but buyable nature of Ornate armor makes ditching my berserker to start
a new toon less attractive; even though he bought the stuff in the first
place, he can't give it to the new toon or sell it to generate cash to
twink the new toon out.

Then I was thinking "so its a cash sink", since I blew tens of thousands
of pp on the ornate patterns, which I won't get back either when I move
to a new toon or when I replace the ornate stuff with better. But it
isn't, because the cash went to the guys selling the patterns, its still
in the game.

So the only effect I can see is the one you mention; it stops the items
from being "hand me down" fodder.

Grage
the wharf rat
2004-10-04 12:08:11 UTC
Permalink
Post by Lance Berg
So the only effect I can see is the one you mention; it stops the items
from being "hand me down" fodder.
The effects of the tuneable stuff aren't only economic. Because
the loot *is* droppable it still serves as incentive to use the zone after
you all have one of everything. Or else what would probably happen is that
everyone would make level 70 get all their runes then go back to time...
Tim Smith
2004-10-05 17:08:15 UTC
Permalink
Post by Lance Berg
I think its weird, since it doesn't address the problems of farming and
twinking, where simple No Drop does (to some extent); problems most people
seem to agree are more pressing than hand me down mudflation
I'd guess it is meant to address the problem of distributing NO DROP loot.
Haven't you ever had a raid grind to a halt when something nice dropped
as people worked out who would get it? With attuneable items, you can
quickly loot and move on, and distribute the items after the raid.
--
--Tim Smith
Davian
2004-10-05 20:26:07 UTC
Permalink
Post by Tim Smith
Post by Lance Berg
I think its weird, since it doesn't address the problems of farming and
twinking, where simple No Drop does (to some extent); problems most people
seem to agree are more pressing than hand me down mudflation
I'd guess it is meant to address the problem of distributing NO DROP loot.
Haven't you ever had a raid grind to a halt when something nice dropped
as people worked out who would get it?
No, not really. Generally it's about 2 minutes from "Bids on X now!" to
"Congrats Y!". If the item dropped from a mini on the way to the boss,
we're just pulling zone trash, so no reason to stop pulls to deal with it.
And if the item dropped from a boss, then we almost certainly need a mana
break anyways.
Post by Tim Smith
With attuneable items, you can
quickly loot and move on, and distribute the items after the raid.
90 percent of the attunable items seem to be on one group mobs so far.
Raid mob drops are still No drop.
--
Dearic - Level 70 Vanquisher on E'ci
Talynne - Level 65 Deceiver on E'ci
Mary Poppins
2004-10-04 14:35:36 UTC
Permalink
Post by Moopy
Post by Anonymous
If you don't have OoW installed, you can still get the item but only
from friends, auctions, and bazaar.
Whats the problem they're trying to solve with this? Allowing
tradable items without flooding the economy with product that never
leaves it? A sort of de-facto item rot from the supply side
perspective?
Matt
Tribute was removing most items of real value from the casual player.
Eventually tribute was determining the value of items rather than players
deciding the value of items. Before an item is put up for auction you
should check the Tribute value and price it above that value or at least at
that value. If you can't sell an item for more than it's tribute value
just turn it in for Tribute points.

Attunable items can not be turned in for Tribute and are No Drop after they
are equiped. Basically a replacement for "lore" items.
--
-Mary "I have no intention of making a spectacle of myself thank you."
Poppins
Don Woods
2004-10-04 22:41:09 UTC
Permalink
Post by Mary Poppins
Eventually tribute was determining the value of items rather than players
deciding the value of items. Before an item is put up for auction you
should check the Tribute value and price it above that value or at least at
that value. If you can't sell an item for more than it's tribute value
just turn it in for Tribute points.
False! Or at least, it should be false, but if too many players
take this attitude it could become true, which would be bad.

Fact: Plat is worth more than an equal amount of tribute.
Why? Because if you have 100 plat you can always turn it
into 100 tribute if that's what you want, but you can also
use the plat for other things. If you have 100 tribute,
you can't use it for anything but tribute buffs.

That's why I'm not surprised to see people making offers in
the bazaar, "Whirling Frammistat only 6.5k, worth 19k in
tribute!" The seller would rather have 6.5k cash to spend
on something OTHER than tribute, than have 19k of tribute.
The buyer might well want a Whirling Frammistat and 6.5k
could be a fair price, but the seller is mentioning that if
nothing else you can buy it from him and triple the value
of your tribute -- but only IF you were planning to spend
that 6.5k on tribute.

Note that there are various items that yield a better than
1:1 ratio of tribute to plat. E.g., I sometimes find Opal
Encrusted Steins on NPC vendors (presumably because someone
skilled up by making them and then dumped them); they cost
about 3pp. I could turn them in for 24 tribute each, or I
could sell them in the bazaar for, say, 10-15pp. Which
would I rather have? The answer varies. (Last time I found
a batch, I sold about half and "attributed" the rest.)

I'm told there's a Jewelcrafted item that yields tribute
about 4 times the cost of the components. I'm not a jeweler
so I haven't looked into it. And of course there's the fish
from Abysmal Sea, whose tribute values are 1000 times their
sales price (if you don't mind occasionally taking the time
to do some fishing).

-- Don.

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-- Sukrasisx, Monk 42 on E. Marr Note: If you reply by mail,
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-- http://www.iCynic.com/~don
Davian
2004-10-04 16:48:41 UTC
Permalink
Post by Moopy
Post by Anonymous
If you don't have OoW installed, you can still get the item but only from
friends, auctions, and bazaar.
Whats the problem they're trying to solve with this? Allowing
tradable items without flooding the economy with product that never
leaves it? A sort of de-facto item rot from the supply side
perspective?
To be honest with you, I think the problem they're trying to solve is PoP,
and the huge equipment gap between raiders and non-raiders. The newcontent
that they wanted to release couldn't be balanced properly, because it would
either be trivial for raiders or impossible for non-raiders.

GoD tried to adress this issue by returning to the same theory that created
the problem. They made a small non-raid area, then made the "raid
equipped" areas require flags that are very hard to obtain, specificly Vxed
and Tipt. The result being probably thier least popular expansion so far.
Non raiders didn't have access to a huge portion of it (again) and couldn't
survive in the raider areas even if they did get there somehow. And there
*still* was no way to bridge the gap between the two, other than "Join a
raiding guild and start raiding."

I think the attunable drops were meant to bridge that gap. To give
non-raiders a way to get equipped enough that they could survive in the new
zones. In order to do that, they've needed to give up the war on twinking.
They're not ready for a complete surrender though, which is why they
"borrowed" WoW's idea of 'no drop after equipped' items, to slow down the
process.

They probably hope that the attunable tag eliminating hand-me-downs will
keep the new gear somewhat rare and extremely pricey... so that it's very
much in the interests of the non-raiders to take thier single group out and
kill the named, rather than just buying it dirt cheap. As well as slowing
down twinking, as previously mentioned.

No idea how it will work out... but I do agree with them that they had to do
*something*.
--
Dearic - Level 70 Vanquisher on E'ci
Talynne - Level 65 Deceiver on E'ci
James Grahame
2004-10-04 18:02:24 UTC
Permalink
Post by Davian
To be honest with you, I think the problem they're trying to solve is PoP,
and the huge equipment gap between raiders and non-raiders.
It's not the gap. The gap is getting larger than ever this expansion -
32/21 one handers and gear with 275 HPs has already been discovered. They're
trying to make non-raiders feel powerful compared to their environment, and
trying to ensure that gear improvements are reaching the non-raiding
populace.

To make non-raiders feel more powerful, they've not only significantly
upped the quality and quantity of droppable items, but they've also moved to
a lower DPS, higher HPs model on mobs. Lower DPS means tanks with lower
HP/MANA can tank and classes other than cleric have a chance of healing
successfully. Higher HPs means more of a premium is placed on good DPS
classes. Since most of the good droppables are attunable, they don't linger
in The Bazaar to be snapped up by the next generation of players at bargain
basement prices, but they can be found by players who don't read spoiler
sites and don't know that if they tough it out in some areas that they can
come away with exceptional gear. How many people do you know that geared off
of sewers/Vxed/Tipt nameds, off named mobs in Ferubi and Barindu, off the
relatively easy stuff that was already available for them? And because that
gear was No Drop, if people didn't go get it they'd never get it and the
raider/non-raider gap would get even larger.
Post by Davian
The newcontent
that they wanted to release couldn't be balanced properly, because it would
either be trivial for raiders or impossible for non-raiders.
They've done a good job with the new model. Raiders get better kill
rates by higher DPS and by pulling more mobs at once, as we can now handle
larger pulls without wiping. Non-raiders use standard pull methods and
handle the same content. There are areas where the non-raiders would get
creamed, like Riftseeker's, but eventually they'll be there, too.

James
Adam Russell
2004-10-04 18:24:44 UTC
Permalink
Post by Moopy
Post by Anonymous
If you don't have OoW installed, you can still get the item but only from
friends, auctions, and bazaar.
Whats the problem they're trying to solve with this? Allowing
tradable items without flooding the economy with product that never
leaves it? A sort of de-facto item rot from the supply side
perspective?
It is a middle ground between fully tradeable and no drop. Which is a
solution to the problem of having 2 extremist approaches.
Angelic Celtic
2004-10-02 13:55:21 UTC
Permalink
Post by Jennaii
What exactly does that mean? I did a google search and found nothing...
I believe attuneable items are items that grow in strength (in EQ -
stats) the more you use them (or the higher level you become).

If I'm wrong, I appologise.

Matt
Hoffhargnogn
2004-10-03 18:02:22 UTC
Permalink
On Sat, 02 Oct 2004 23:55:21 +1000, Angelic Celtic
Post by Angelic Celtic
Post by Jennaii
What exactly does that mean? I did a google search and found nothing...
I believe attuneable items are items that grow in strength (in EQ -
stats) the more you use them (or the higher level you become).
If I'm wrong, I appologise.
Matt
That's wrong. You're thinking of a Charm.

Attuneable means that the item is droppable until someone actually
wears the item...then it becomes no drop.
Bob Perez
2004-10-03 22:46:53 UTC
Permalink
Post by Hoffhargnogn
That's wrong. You're thinking of a Charm.
Attuneable means that the item is droppable until someone actually
wears the item...then it becomes no drop.
Are you sure? I believe they are equippable by anyone but do not confer any
benefits until someone Attunes them, at which point they give their bonuses
and become essentially NODROP.
--
Bob Perez

"Men do not quit playing because they grow old; they grow old because they
quit playing."
- Justice Oliver Wendell Holmes
Jonathan
2004-10-03 23:30:30 UTC
Permalink
Post by Bob Perez
Post by Hoffhargnogn
That's wrong. You're thinking of a Charm.
Attuneable means that the item is droppable until someone actually
wears the item...then it becomes no drop.
Are you sure? I believe they are equippable by anyone but do not
confer any benefits until someone Attunes them, at which point they
give their bonuses and become essentially NODROP.
The former poster is correct. Attuneable items are dropable until equipped.
After being equiped they become no drop.
--
Sinaiel Soulmerchant
Arch Lich of Misericordia
on Brell Serilis
Steve Kaye
2004-10-04 07:48:50 UTC
Permalink
Post by Jonathan
Attuneable items are dropable until equipped.
After being equiped they become no drop.
Just out of interest - how does this work when you loot using the
right mouse button so that things are automatically equipped if the
slot they fill is not used. This could be a problem on a CR if you
have an attunable item and you loot it before the item you generally
use in that slot.

steve.kaye
Davian
2004-10-04 08:31:05 UTC
Permalink
Post by Steve Kaye
Post by Jonathan
Attuneable items are dropable until equipped.
After being equiped they become no drop.
Just out of interest - how does this work when you loot using the
right mouse button so that things are automatically equipped if the
slot they fill is not used. This could be a problem on a CR if you
have an attunable item and you loot it before the item you generally
use in that slot.
steve.kaye
Attunable items will not auto-equip, unless they have already been attuned
to you.
--
Dearic - Level 70 Vanquisher on E'ci
Talynne - Level 65 Deceiver on E'ci
Chuck
2004-10-05 17:31:05 UTC
Permalink
Post by Davian
Post by Steve Kaye
Just out of interest - how does this work when you loot using the
right mouse button so that things are automatically equipped if the
slot they fill is not used. This could be a problem on a CR if you
have an attunable item and you loot it before the item you generally
use in that slot.
Attunable items will not auto-equip, unless they have already been attuned
to you.
Also, it gives you a message simelar to the NO DROP message when you
attempt to equip one.

-Chuck. (www.wormspeaker.com)
_____________________________________________________
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but don't be afraid to bloody your knuckles doing it.
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John Muir
2004-10-04 00:09:43 UTC
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Post by Jennaii
What exactly does that mean? I did a google search and found nothing...
The item can be looted and given/sold to another character or
characters any amount of times providing it is never equipped.

Once you attempt to equip it you'll receive a warning box confirming
that you *really* want to do this and from then on the item (or
augment) becomes NO DROP.
--
John Muir
***@hotmail.com
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