I really like trade skills. They were somewhat fun when the game first came out and I hoped they had gotten better on my return but it's just mostly the same sheet different bed.
Used to be when game first came out what was really really bad about tailoring was the huge gaps. Smithing though more time consuming click wise wasn't hugely gapped once a few recipes got discovered. Tailoring was basically doing patchwork and doing as many of the studded as you could stand because you had ot make a couple bags of files for each stud attempt cause it would eat the file. So you were going from 26 skill to 57 skill and no one could stand to keep going with it making all the files over and over. So you jumped to backpacks which were easy cause you vendor mine and get 10 or 20 a week cause people didnt know what a hq bear was for. It was kind of cool only selling banded cloaks cause everything else was trivial and you only needed to get from 154 to 160 skill in smithing and you had made 500pp from selling banded. ( Long time ago). Tailoring was cool too, reinforced leather was something very good to have till you could camp stuff in late 20's and low 30's and then replace it all later on with better stuff.
But now tradeskills are just huge chasm gaps. You go from 188 smithing with fine plate to trying to make stuff that trivials at 250 plus and the cultural is screwed. If you spend months trudging through cultural smithing you can make something that you would have been happy with months ago but you camped something better and it only took 3 hours of camping instead of 3 months of farming. By the time you get to 154 tailoring you need to be able to make your 250+ trivial stuff to have decent gear from it and it you can't afford the stuff to successfully combine on it much less fail.
Tradeskills are just useful for twinking other characters and guild members etc. You can never make anything for yourself that will make you happy other than a bow, arrows, bags, tea, and food.
I just think if you look at it content wise they are getting a heck of alot of time out of us for simply putting in a stupid recipe a bunch of pain in the butt drops into the loot table to get some piece of mediocre crap that sucked hundreds and hundreds of pp out of the economy to get ahold of. And don't even get me started on this container crap. Mixing bowel, tailoring kit, mortar and pestle, coldain tanners kit, fletching kit, blah blah blah. The need to come up with a freaking bag that holds tradeskill containers only. Of course they could put the supplies on a vendor by why do that when you can pick a mob in a zone and tweak a drop rate and .....
Sorry for the rant but just think the changes made since release are just as stupid as they were back then. The only thing tradeskills are is a mini resource game inside the RPG game. Problem is that it's a resource game only the accounts receivable department is winning. Even the trophies suck compared to other things you can put in those slots.
Brew up a couple hundred tea, make up some sandwiches and picnic baskets, put em in a bag in the bank, throw out all the kits bowls, junk and get on with the game. Aid Grimmel is an experminetal 5 day played camp.
Used to be when game first came out what was really really bad about tailoring was the huge gaps. Smithing though more time consuming click wise wasn't hugely gapped once a few recipes got discovered. Tailoring was basically doing patchwork and doing as many of the studded as you could stand because you had ot make a couple bags of files for each stud attempt cause it would eat the file. So you were going from 26 skill to 57 skill and no one could stand to keep going with it making all the files over and over. So you jumped to backpacks which were easy cause you vendor mine and get 10 or 20 a week cause people didnt know what a hq bear was for. It was kind of cool only selling banded cloaks cause everything else was trivial and you only needed to get from 154 to 160 skill in smithing and you had made 500pp from selling banded. ( Long time ago). Tailoring was cool too, reinforced leather was something very good to have till you could camp stuff in late 20's and low 30's and then replace it all later on with better stuff.
But now tradeskills are just huge chasm gaps. You go from 188 smithing with fine plate to trying to make stuff that trivials at 250 plus and the cultural is screwed. If you spend months trudging through cultural smithing you can make something that you would have been happy with months ago but you camped something better and it only took 3 hours of camping instead of 3 months of farming. By the time you get to 154 tailoring you need to be able to make your 250+ trivial stuff to have decent gear from it and it you can't afford the stuff to successfully combine on it much less fail.
Tradeskills are just useful for twinking other characters and guild members etc. You can never make anything for yourself that will make you happy other than a bow, arrows, bags, tea, and food.
I just think if you look at it content wise they are getting a heck of alot of time out of us for simply putting in a stupid recipe a bunch of pain in the butt drops into the loot table to get some piece of mediocre crap that sucked hundreds and hundreds of pp out of the economy to get ahold of. And don't even get me started on this container crap. Mixing bowel, tailoring kit, mortar and pestle, coldain tanners kit, fletching kit, blah blah blah. The need to come up with a freaking bag that holds tradeskill containers only. Of course they could put the supplies on a vendor by why do that when you can pick a mob in a zone and tweak a drop rate and .....
Sorry for the rant but just think the changes made since release are just as stupid as they were back then. The only thing tradeskills are is a mini resource game inside the RPG game. Problem is that it's a resource game only the accounts receivable department is winning. Even the trophies suck compared to other things you can put in those slots.
Brew up a couple hundred tea, make up some sandwiches and picnic baskets, put em in a bag in the bank, throw out all the kits bowls, junk and get on with the game. Aid Grimmel is an experminetal 5 day played camp.



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