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Not sure where to put this NO DROP turns to NO TRADE
Posted: Wed Apr 20, 2005 8:43 pm
by Frank25
Anyone notice how NO DROP items are now called NO TRADE.
Strike against people abusing no drop "trade" bugs?
Or just something new in preperation to make EQ1 a "legal buy stuff" server like EQ2?
any Thoughts?
Posted: Wed Apr 20, 2005 8:47 pm
by TheUnholy
Sony changed the tags on "NO DROP" and "NO RENT" items. Try reading their official boards sometime

Posted: Wed Apr 20, 2005 10:05 pm
by gimp
The item descriptions were changed because feedback from new users indicated the original terms were not descriptive enough. Hopefully the new terms will help other new players understand the purpose of these item properties more easily.
It's not an arbitrary change, it is motivated by a sincere desire to do what we can to make it easier for new players understand how the game works. Making it easier isn't the goal, the goal is to remove needless obscurity that doesn't make the game any more fun. If something as simple as this can help then it seems like a reasonable thing to do it. The basic confusion for new players was "I just looted this thing, and I was OK with not being able to drop it on the ground, but I can't even save it for a friend". NO RENT was even more obscure to people that haven't played MUD like games before.
Hopefully old timers won't mind the change too much, I know change without a good reason can be annoying but we do have a reason for doing this and we think it's worthwhile. Making the game more approachable to new players is vital to the long term health of the game. Please note: "approachable" is not the same as "making it easier" or "dumbing down". I am referring to parts of the game that are needlessly complicated with no gameplay reason for being the way it is which, if changed slightly, might make it easier for new players to learn and enjoy the game of EverQuest as opposed to the UI of EverQuest.
Cheers,
---------------------------
Eric Cosky - "Grumbuk"
Assistant Lead Programmer, EverQuest
Sony Online Entertainment
Posted: Wed Apr 20, 2005 10:53 pm
by gimp
Posted: Wed Apr 20, 2005 11:15 pm
by Frank25
TheUnholy wrote:Sony changed the tags on "NO DROP" and "NO RENT" items. Try reading their official boards sometime

rofl you know i never read their boards unless someone links it...
Thanks for that )
Posted: Thu Apr 21, 2005 11:57 am
by mq2user77
Because 7 years of something being ok obviously means that there's something wrong.
If people coming to EQ these days are too stupid to figure out what NODROP and NORENT mean, they shouldn't own a computer anyway.
Posted: Thu Apr 21, 2005 2:49 pm
by A_Druid_00
I never really understood why the hell they picked NO RENT to designate items that poofed when you logged anyway. Odd that they finally realized it as being a problem.... 6 years after release FFS. NO DROP should have been descriptive enough to keep most of the paint chip eaters that play EQ1 informed though, I'd have thought.
OMG I JUST THOUGHT I COULDN'T DROP IT, NOT TRADE O_o
Posted: Thu Apr 21, 2005 4:43 pm
by slimjim
so now i can drop my NO TRADE items to the ground!
Posted: Thu Apr 21, 2005 4:49 pm
by mqnewbie
Yeah...
NO DROP was pretty easy to undersand... If you can't drop it why the hell would you think you could trade it?
I agree when NO RENT going to TEMPORARY... that just makes more sense.
Posted: Thu Apr 21, 2005 4:55 pm
by fearless
Sticking it in a trade window is NOT the same as dropping something on the ground.
Posted: Thu Apr 21, 2005 4:57 pm
by Lum
of course World of Warcraft's "soulbound" was more descriptive than no drop or no trade
/duck hehe
Posted: Thu Apr 21, 2005 8:16 pm
by wozzie
The problem with soulbound is people would complain that if its soulbound it should stay there after a death. I personally think they shouldnt have changed anything, I had to figure out what No Rent and No Drop ment, I dont see a reason why others cant figure it out.
Posted: Fri Apr 22, 2005 7:54 am
by Grumpy
Back in days of yore (before MMOs), there were MUDs. A common feature of such MUDs was being limited as to were you could save/leave the game. The most common place (in one of the more common MUDs) was "renting a room at the inn". A player would move their character to this one room (with a receptionist) and type "rent", their character would be saved and they'd leave the game. Naturally, "no rent" items didn't get saved when you "rented". Verant stole this idea, along with most of their other ideas, from MUDs. Thus, years after most MUDs are dead or morphed into MMOs of a sort, NO RENT lived on. Until the advent of drooling mouth-breathers with credit cards induced SOE to change it. For the coders in the audience, the actual flag on these items, in the code, was:
Code: Select all
#define NO_RENT <bit value>
#define NO_DROP <next bit value>
Very little doubt where the idea came from eh?
Posted: Fri Apr 22, 2005 8:21 am
by dedpoet
The default code in most MUDs was actually to charge rent too. When you logged back into the game, it would add up the rent vaules of your gear, multiply that by the number of days since your last login, and deduct that money from you. Most games I played turned it off though. I ran a Circle-based MUD for a few years in college.
Posted: Fri Apr 22, 2005 2:16 pm
by mqnewbie
I know where NO RENT came from, but in the context of EQ, TEMPORARY makes more sense.