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I posted part of the statement below in another response, but it made me think what is the future of MMORPGs and Unique Items. To me a Unique Item should not be something everyone has a chance to get. It should be the lucky few that get them. I am not a fan of instanced dungeons that seem to be the flavor of the month with the new MMORPGs coming out.
I perosnally am not too impressed with the next generation of "carebear" games coming out. WoW with its enforced rest period so Powergamers don't get too far ahead of the casual players. EQ2 with its instanced dungeon so no one has to camp for anything. I personally view camping as a good thing. The reason I say this is because it truly makes unique items unique. This lack of having something truly unique makes games unappealing to me. SWG nothing unique( I haven't played since 2 months after release so that may have changed), Linage II nothing unique. Now with EQ2 with instanced dungeons (which many MMORPGs) seem to be going to nothing will be unique. Anyone can spawn the boss when they get to him and don't have to worry about anyone else being there. Nothign will be unique anymore. Just get the people together and go spawn bosses till your heart is content. here is a good example. In AO there are some mobs that are on a 18 hour spawn cycle. AO has been out for 3 years. So when you work the math, items from those 18 hour spawns only had the OPPERTUNITY to drop 1460 times. So there are less than 1460 of these items in the game. Now you take away some of those for times an items didn't drop, take away some for people who quit the game and I would be willing to bet that there is less than 1000 of those items ingame. AO's player base is well of 10k people and over 200000 toons on RK 1. So with that said around .005 of all toons in AO have said items. Now that to me is unique.
What does everyone else feel about unique Items?