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Adventure Points negative impact on tradeskills

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  • #16
    Originally posted by Nolrog
    When you augment an item, it becomes no drop. So LDoN is taking stuff off the market. You won't be able to pass that Ry'Gorr battlemail that you augmented with +6 STR to your newly created beastlord. So you'll have to look elsewhere to equip him. So you may look to that tailors Acrylia Breastplate instead (had to throw a tradeskill in there somewhere )
    You can dissolve the augment, and the item becomes dropable again.

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    • #17
      Really? I didn't know that. Thanks for the tip.




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      • #18
        Originally posted by Nolrog
        Really? I didn't know that. Thanks for the tip.
        The Magus at each Wayfarer camp is a merchant. They each sell Slot 1 Solvent, Slot 2 Solvent, and Slot 3 Solvent. Each costs about 10 plat. Combine the augmented item in the Augmentation Sealer (bird bath) with the apropriate solvent to remove the augmentation. This will return the item to dropable status, if it was that way to begin with.

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        • #19
          Originally posted by Nolrog
          When you augment an item, it becomes no drop. So LDoN is taking stuff off the market. You won't be able to pass that Ry'Gorr battlemail that you augmented with +6 STR to your newly created beastlord. So you'll have to look elsewhere to equip him. So you may look to that tailors Acrylia Breastplate instead (had to throw a tradeskill in there somewhere )
          has nobody else noticed the TAILOR making acrylia breastPLATE? that was smithing last i knew.

          Maker of Picnics.
          Cooker of things best left unidentified.
          "Grimrose points to the sky. Look! Up in the sky, it's a bird, no, a plane, no it's Picnic-Man. It's Emiamn, a mild mannered tradeskiller by day but daring handsome crime fighter at night. Spreading peace and joy to norrath with his mighty Picnics!"

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          • #20
            I'm not sure the adventure points are the problem for tradeskilled items so much as the drops in the dungeons themselves. Each dungeon instance usually has one or two named mobs that each drop a pretty decent item. Nothing wrong with that except that, unlike places like Sol C and Chardok B that are relatively difficult to get a group to, LDoN adventures are designed to be easy to access. The result is going to be a profusion of certain high quality items, especially now that everyone is trying out LDoN.

            For example, the tradeskilled Tae Ew Tunic now has a competitor in the Mistmoore Catacombs dropped Crypt Robbers Chestplate, http://everquest.allakhazam.com/db/i...ml?item=23209, the only real difference being the recommended level on the CRC. On my server this morning the CRC was going for 2-3k - hard to see why you would want to spend more on the Tae Ew Tunic.

            I sold the CRC I won on an adventure for 1250pp just because it seems clear to me that the price will be going down, given the supply. I gave up making Tae Ew Tunics awhile ago when prices dipped below 8k, and it's clear I won't be going back soon.

            I have only done MM adventures to this point but I am betting a number of tradeskilled items are going to face the same issue.
            Araon Trueheart
            Cleric of 65 Heals and Buffs
            (Smithing 246, Fishing 200, etc.)
            Torv

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            • #21
              Originally posted by wombat
              LFG downtime is horrible added to the time of the adventure istelf, which doesnt always succeed. This is a huge timesink that generates cash at the same time.
              <snip>
              Hmm, on the other hand, I could never find a group with my mid 20's cleric, but now after 12 adventures over Saturday, Sunday and Monday, I've gone from 24 to 29, made some decent plat and always had a full group. Essentially, since I don't like hunting in PC, I went from infinite time to find a group to generally a half hour, plus a group always seems to want to do more than one adventure.

              Heartsong Steelsoul
              (also: Yarrow Eldahiara)

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              • #22
                You won't be able to pass that Ry'Gorr battlemail that you augmented with +6 STR to your newly created beastlord.
                You never could have in the first place!

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                • #23
                  The problem isn't unique to just adventure points: its the aging tradeskill market.

                  As more expansions get released, and higher-zone gear gets discovered and placed on the bazaar market, the older tradeskill items decline in value becaue of alternative item competition. The increased availability of ornate molds and patterns caused a demand slump, forcing tradeskill prices down, both because of the better items you could get from ornate, and also because people needed to save up much more plat, and had less to spend on tradeskill made items.

                  LDoN adds some new recipies, but they are of lower overall value (I'm talking smithed items here) unless you've got 2 augs you really want on one piece. Until tradeskills get another boost in item value (and there's not much more room for better items, I think) there's not going to be as much profit in tradeskills as there was a few months ago.
                  Alerithon, Husband of Emmoney.
                  E'Ci.
                  GM Smith

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                  • #24
                    One quick way to revitalize tradeskilled item s would be to give a special slot to them that other items don't have and then make the augments that go there droppable or easily acquired.
                    Andyhre playing Guiscard, 78th-level Ranger, E`ci (Tunare)
                    Master Artisan (2100 Club), Wielder of the Fully Functional Artisan's Charm, Proud carrier of the 8th shawl


                    with occasion to call upon Gnomedeguerre, 16th-level Wizard, Master Tinker, E`ci (Tunare)


                    and in shouting range of Vassl Ofguiscard, 73rd-level Enchanter, GM Jewelcrafter, E`ci (Tunare)

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                    • #25
                      Originally posted by Araon
                      I'm not sure the adventure points are the problem for tradeskilled items so much as the drops in the dungeons themselves. Each dungeon instance usually has one or two named mobs that each drop a pretty decent item. Nothing wrong with that except that, unlike places like Sol C and Chardok B that are relatively difficult to get a group to, LDoN adventures are designed to be easy to access. The result is going to be a profusion of certain high quality items, especially now that everyone is trying out LDoN.
                      Veksar already does that with a zone that's fairly easy to traverse, and that has a number of nice, stable, roaming-mob free camps, all with a decent chance of dropping some nice equipment while you're there.

                      The difference is that in Veksar, I know where the mobs spawn that drop the gear. In LDoN, I literally haven't seen a piece of equipment drop since the first day. Yes, its undoubtedly partially due to poor luck on my part (in one noteable instance, my group managed to quickly clear two or three different dead-ends in the last half hour and STILL didn't find any mini-bosses), but I doubt I'm the only one that's experienced this sort of thing.

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                      • #26
                        Originally posted by Eumerin

                        Yes, its undoubtedly partially due to poor luck on my part (in one noteable instance, my group managed to quickly clear two or three different dead-ends in the last half hour and STILL didn't find any mini-bosses), but I doubt I'm the only one that's experienced this sort of thing.
                        get a wizard and have them use they eye spells to scout. saves a lot of time.

                        Maker of Picnics.
                        Cooker of things best left unidentified.
                        "Grimrose points to the sky. Look! Up in the sky, it's a bird, no, a plane, no it's Picnic-Man. It's Emiamn, a mild mannered tradeskiller by day but daring handsome crime fighter at night. Spreading peace and joy to norrath with his mighty Picnics!"

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                        • #27
                          Or a mage.

                          The problem is that group composition isn't something you often have much choice about. You need a tank (a role I usually fill as well as that of puller - one of these days I'd like a group where that role is split, so pulls can start when the previous mob is still just barely alive), a slower/haster (chanter or shaman - also necro in MM or Guk), and a healer (usually a druid or cleric - although I've done a complaining shaman coupled with a necro before). The other roles are all up in the air and are often filled by more of the above (ex. - group last night I was invited into ended up with a paladin, sk, shaman, chanter, cleric, and a rogue). Then there's also the distressing tendency the eye has of fading at all the wrong times. There's also a tendency to cut and run when you've reached the objective (or when it becomes apparent that you won't reach it). Its hard to go after the mini-boss when the cleric just gated out.


                          Part of the problem, however, is that of the missions I've gone on, exactly one mission has been something other than assassinate or rescue. The collection missions are a pain because the drop rates are so streaky, but a collection mission is nice because it doesn't matter if you go hunting for a mini-boss - you're just trying to kill as many mobs as possible, and it doesn't matter if you take the right branch or the left branch. Assassinate missions ALWAYS require you to go after a specific target, and that target NEVER drops anything (except maybe vendor bait). That means you have to spend most of your time going after a specific mob, and not getting much of a reward for it. Truth be told, at level 20, its probably more productive to hunt the mini-boss than it is to go after your assassination target. After all, the mini-boss drops actual gear. The assassination target only gets you 1 point (maybe).

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                          • #28
                            I feel that if they had tradeskill made items with 2 or 3 augmentation slots instead of the standard 1 they would sell much better. As it stands now only LDoN items get more then one slot. Take into account that people are less likely to remove augments it also removes then items from the "garage sale" markets.

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