My hat is off to all you GM bakers, let alone the ones who have GM'd all. Now, I started playing two years ago and still remember how excited I was to make my first rat kabob and, before the new UI, I even learned how to tape down the control key.
But sheesh -- after hovering around 198 for a long time I decided to make a push to GM baking and now i'm ready to quit! Did a lot of research on the boards and decided that, since I don't have GOD (although fishing is maxxed sigh), to do halas pies. Well, at max wis and geerlok...i have pies coming out of my ears but i have averaged less than one skillup per 20 combines going from 202 - 215. Most frustrating is how often I fail at the trivial combines such as filleting -- I thought that SOE was supposed to fix that? And, what nut at SOE made these recipes with no least common denominator under 1644 (joking, i didn't figure out the LCD although i did make my own excel spreadsheets for the recipes lol).
Then I read some more and some people say that MTPB, while less skillups because of trivial, are actually easier and cheaper. Well, I tried a run of 100 combines -- one, count em one skill up.
So, back to halas pies i go after becoming a believer that you have have greater chances of skillups on success. A run of 100 pies yielded more pies than i can count and two, count em two skillups with my effective skill at 218-220 (hals pies trivial 226) Just for the heck of it, went and rounded up a stack of griffon meat and made melts...ZERO skillups. I can't honestly imagine getting to 250.
yes, bad run with RNG most will say -- and that would be true, but I don't think i've ever had a GOOD run with the RNG and i've done a fair amount of tradeskilling. Many talk about about the hell levels of 200-220ish but if it's purely RNG why would one numerical zone be worse or better than others? If it isn't JUST the RNG, then it should be fixeable.
Honestly, why won't SOE fix this tradeskill stuff? Hard and a challenge is fun, but this is masochism. Even the slots in vegas (I am a believer that hard core tradeskillers look at skill ups the way gamblers watch cherries and lemons lining up to see the jackpot) pay out more often than this. The new UI is nice, but is treating the symptom not the disease.
So -- rant over -- suggestions next (i am taking as a given that the RNG for skillups can't be changed):
1) if you (SOE) havent lowered sufficiently the failure rate on trivial combines as I thought I read...at least give a possibility of a skillup on a trivial failure. As it is it's all risk and no reward. Come one, failing to fillet bear meat three times in a row when the trivial is 60 points under me???? This would bug me just a teeny a bit less if I didnt' need a supercomputer to calculate the ingredients i need by stack when i fail some trivial combine.
2) If you can't increase the skillup succes rate then at least it should not be hard to change the merchant buy back price to something approaching the cost to make something. Costs me 3p to make a pie and merchant will buy it for 1g???? Now that's encouraging players to do trade skills for sure! Heck i'll settle for recouping 50 percent as opposed to putting 1000 pies in the bazaar along with the other 10,000 for sale. I am as guilty as everyone in accepting these stupid cost equations -- yes, i want a skillup in tailoring so i'll make ribbons and eat a 70p loss on each combine. Aside from unfair, it's not rational. I buy something, add value, and get 1/3 return on my expense, time and skill? (try applying that same logic to how you SOE developers determine your salary).
3) allow people to earn some small percentage experience/aaxp for each attempt at tradeskilling...again some reward for the effort -- someplace.
I think tradeskilling is an integral part of eq roleplay..and overall good for the eq economy. But, with what appears to be a declining player base (newbie zones on quellious are virtually empty these days (ah for the good old days of vendor mining meat and silks in halas) you have to do something to keep the rest of us playing -- And not everyone is interested in being in some uber raiding guild (although gosh, i wish i were able to get to plane of water to fish
I am sure that all the truly dedicated tradeskillers have made similar suggestions -- why hasn't something been done by SOE? Perhaps because the really dedicated ones put up with sinking 8 hours of game play for less than a dozen skillups and SOE counts on it? I hate to admit it, I'm not one of them (as i continue to look at alternative recipes sigh)
I don't think I'm suggesting making it easier -- just more fair and rational. Please?
cross posting this on the eq trade skill board in the hopes that some developer may actually think about it.
But sheesh -- after hovering around 198 for a long time I decided to make a push to GM baking and now i'm ready to quit! Did a lot of research on the boards and decided that, since I don't have GOD (although fishing is maxxed sigh), to do halas pies. Well, at max wis and geerlok...i have pies coming out of my ears but i have averaged less than one skillup per 20 combines going from 202 - 215. Most frustrating is how often I fail at the trivial combines such as filleting -- I thought that SOE was supposed to fix that? And, what nut at SOE made these recipes with no least common denominator under 1644 (joking, i didn't figure out the LCD although i did make my own excel spreadsheets for the recipes lol).
Then I read some more and some people say that MTPB, while less skillups because of trivial, are actually easier and cheaper. Well, I tried a run of 100 combines -- one, count em one skill up.
So, back to halas pies i go after becoming a believer that you have have greater chances of skillups on success. A run of 100 pies yielded more pies than i can count and two, count em two skillups with my effective skill at 218-220 (hals pies trivial 226) Just for the heck of it, went and rounded up a stack of griffon meat and made melts...ZERO skillups. I can't honestly imagine getting to 250.
yes, bad run with RNG most will say -- and that would be true, but I don't think i've ever had a GOOD run with the RNG and i've done a fair amount of tradeskilling. Many talk about about the hell levels of 200-220ish but if it's purely RNG why would one numerical zone be worse or better than others? If it isn't JUST the RNG, then it should be fixeable.
Honestly, why won't SOE fix this tradeskill stuff? Hard and a challenge is fun, but this is masochism. Even the slots in vegas (I am a believer that hard core tradeskillers look at skill ups the way gamblers watch cherries and lemons lining up to see the jackpot) pay out more often than this. The new UI is nice, but is treating the symptom not the disease.
So -- rant over -- suggestions next (i am taking as a given that the RNG for skillups can't be changed):
1) if you (SOE) havent lowered sufficiently the failure rate on trivial combines as I thought I read...at least give a possibility of a skillup on a trivial failure. As it is it's all risk and no reward. Come one, failing to fillet bear meat three times in a row when the trivial is 60 points under me???? This would bug me just a teeny a bit less if I didnt' need a supercomputer to calculate the ingredients i need by stack when i fail some trivial combine.
2) If you can't increase the skillup succes rate then at least it should not be hard to change the merchant buy back price to something approaching the cost to make something. Costs me 3p to make a pie and merchant will buy it for 1g???? Now that's encouraging players to do trade skills for sure! Heck i'll settle for recouping 50 percent as opposed to putting 1000 pies in the bazaar along with the other 10,000 for sale. I am as guilty as everyone in accepting these stupid cost equations -- yes, i want a skillup in tailoring so i'll make ribbons and eat a 70p loss on each combine. Aside from unfair, it's not rational. I buy something, add value, and get 1/3 return on my expense, time and skill? (try applying that same logic to how you SOE developers determine your salary).
3) allow people to earn some small percentage experience/aaxp for each attempt at tradeskilling...again some reward for the effort -- someplace.
I think tradeskilling is an integral part of eq roleplay..and overall good for the eq economy. But, with what appears to be a declining player base (newbie zones on quellious are virtually empty these days (ah for the good old days of vendor mining meat and silks in halas) you have to do something to keep the rest of us playing -- And not everyone is interested in being in some uber raiding guild (although gosh, i wish i were able to get to plane of water to fish

I am sure that all the truly dedicated tradeskillers have made similar suggestions -- why hasn't something been done by SOE? Perhaps because the really dedicated ones put up with sinking 8 hours of game play for less than a dozen skillups and SOE counts on it? I hate to admit it, I'm not one of them (as i continue to look at alternative recipes sigh)
I don't think I'm suggesting making it easier -- just more fair and rational. Please?
cross posting this on the eq trade skill board in the hopes that some developer may actually think about it.


GM Brewing 12/18/04
Smithing 110
Pottery 175


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