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  • #16
    hehe, never said the idea was perfect...just that I'd like to see it


    I definitely agree that it would need some tweaking of exceptions/exclusions, such as the two mentioned above: excluding pottery kiln firing combines and excluding most (but not all!) no-fail combines (some of those pottery glaze components are very rare and it would be nice to get an extra glaze once in a while. /wistful sigh)

    Hmm, other possible modifications...

    ....maybe make it an activated AA instead of passive, where you have a high % (10/25/50) to get double the yield for the next 2/3/5 combines (<=150 trivial), and the reuse timer is 72 RL hours (or however long that 100% rez cleric AA is.)

    or


    ...take the above idea and make it Specialization: {Tradeskill}...anyone with 200+ in a tradeskill can specialize in that skill, but no more than one skill, to get increased yields when combining...and YES! that would apply to the class/race specific skills of Alchemy, Poison Making, Spell Research and Tinkering.

    or

    ...take the original idea except that maybe the % chance should be no greater than 5% at each level, would be consistent with the geerlocks all being 5% modifiers.
    Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
    Silky Moderator Lady
    Beneath the silk, lies a will of steel.

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    • #17
      I find this whole topic scary. Any crafter without the AA becomes essentially useless. They can try to compete, but just can't last long charging twice as much as the other guy for high end combines (or succeeding half as often). That's what happened to jewelcrafting.
      83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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      • #18
        I would much rather see a generic version of JCM. Put AA points into any one tradeskill of your choosing to have reduced failure rates.

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        • #19
          The multi-yield idea certainly sounds fun But 10% would probably wind up being far too high.

          Since the proposal tops out at triv150, for ~250 skill people that should be at the "old max" 95% success rate (and now either that or better), roughly, right? So on a stack of combines, on average, you'd wind up with 19 successes. With a 10% chance of "high efficiency", you'd get on average 1.9 HE successes per stack. If each HE yields 3 instead of 1 (as the lvl3 originally proposed), that would result in an average of 22.8 products per 20 attempts, or a 114% success rate.

          Would probably devalue the rare items for low triv combine somewhat, but (in theory) probably only down to ~84% of the current price, assuming constant demand and all buyers having lvl3 HE.

          I think its a really fun idea personally, and a 10% HE rate would be high enough to actually *see* benifit from the effect (and not just via parsing/accounting). But at 10% & triple yield, it seems a bit too powerful for the health of the current markets.

          But then again its all just theory

          --------------

          And what would I use Misc-Tradeskill Crafting Mastery it to make, non-Smithing non-Tailoring? Kaladim Constitutionals. Brewing's the only off-skill I really do just to do it, the other 4 are in support of the main three :P

          Maybe Halas Meat Pies, if they don't get ~95% success rate near 250, although MTPs make HMPs seem insaine at that point.

          But personally I'm not in favor of new Crafting Masteries, at least in the straight decreased raw failures like JCM. Something like the High Efficiency bit *maybe*, but it would have to be balanced carefully to not make non-AA'd tradeskillers feel and/or be percieved as useless/wasteful by comparison, but still keeping it so its got some "fun" to it.
          Last edited by Dunthor Warsmith; 01-28-2004, 08:44 PM.

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          • #20
            Originally posted by Lilosh
            Thanks for that incredibly specific post, Tinlie.



            -Lilosh
            Always there to help out the fellow druids /nod
            Tinile, 85th Druid of the Seventh Hammer
            1750 - 3/12/04, Still plugging away at 2100...
            Baking 300 | Blacksmithing 273 | Brewing 300 | Fletching 300 | Jewel Craft 300 | Pottery 300 | Tailoring 267

            Namarie Silmaril, Enchantress of the 67th level
            Baking 135 | Blacksmithing 123 | Brewing 200 | Fletching 168 | Jewel Craft 250 | Pottery 199 | Spell Research 200 | Tailoring 165

            Mumtinie, cute little mage of the 61st level
            Tinkering 243 | Research 201 | Tailoring 110 | Blacksmithing 104 | Pottery 76

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            • #21
              I've already feedbacked it and I'll keep saying it. Efficient Gatherer AA that lets you bring up a foraging menu. You could pick from list which 'category' of item you wanted to try to forage. The types could for instance be Continental, No Drop, Rare and Miscellaneous. Then while selected if you pressed the forage button it would attempt to pull an item out of the category you picked.

              There would of course be skill modifiers for some categories such as rare to make sure you can't just sit there pulling up one yew leaf after another with zero chance of failure, but it would still give you more choice in what to fill your inventory with. And cut down on those annoying quest no drop items that aren't lore. Continental would be things like mushrooms in Lucin for instance, or the various arctic edibles and slush water. No drop the various JP items I end up destroying stacks of. Rare yew leaf, plant shoots. And miscellaneous ripe mangos and various other items that aren't no drop but aren't used in tradeskills, nor are continental or universal.

              It's an idea that could certainly use some polishing to get it more balanced, like modifying in chances to get misc or continental items instead of rares on a bad roll. But I think it would make for less frustrating foraging. Way I see it is that it would then be possible to give this AA only to rangers and druids but give other classes the ability to buy a lower forage skill that couldn't use this new method. I know I'd be much more interested in an advanced foraging AA than say the weight reduction AA. Druid here, I have str buffs y'know.

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              • #22
                Another off the wall idea *grin*

                While we are on the topic of new AA's *grin*

                How about......
                If you have 250 in a skill that uses foraged components, but you arn't a race/class that can forage. You can spend AAs to buy the ability to forage just the items used in that skill ?

                Maybe one cost for 'Generic racial' level foraging (50 cap) and another for Max level?

                Or, perhaps the gnomes could come up with a 'Gnomish foraging device'. It always seemed odd that a race that has zero ability to forage uses foraged components in almost all of its racial trade skill!!
                Angahran Frosthair
                85th Circle Knight of Innoruuk
                Bertox.

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                • #23
                  Originally posted by Maevenniia


                  I’d like to see an AA that gives a % chance for an increased yield of the final result, maybe it would look like this:

                  Efficiency Expert I, II, III AA cost: 5/10/15

                  This ability will allow you to stretch your resources to maximize end results.

                  level I – 5% chance to double the yield of successful combines with trivial <= 100.
                  level II – 10% chance to double the yield of successful combines with trivial <= 150.
                  level III – 10% chance to triple the yield of successful combines with trivial <=150.

                  So it won’t work on the really high-end items, but it would work on subcombines, would be very nice for the temper recipes, if you could get 2 or 3 tempers out of those elemental components
                  Probably won't work as the resell value of 2 items would probably exceed the buy value of the vendor bought incredients for one combine -> Profit making from store bought item: Something we don't want for our economy. The only way to make this possible would be to cut the resell value in half and therefore hurting the low end market / skill uppers.
                  Also it would only take some time until the bazaar prices for temper ingredients and similar would raise to meet the new standard. If people are willing to pay 100pp for a temper, they will pay 200 for 2.

                  Comment


                  • #24
                    2% for Double
                    5% for Double
                    10% for Double

                    just going on the lines of CA, CS and ND. And yes, even then there is a chance that you can make profit by buying and re-selling, something SoE are trying to eliminate.

                    Or just use those % as less likely to fail combines. Not sure what the JCM has as % rate, but either have an AA per skill, or one generic AA.

                    Thinking (I know, dangerous). 100 combines of Kaladim's at 250 skill is about 50%, so 50 successes. A 10% chance of a double yield would mean 5 success yield twice as much, or 55 success. at 10% you are increasing the "success rate" of Kaladim's by 5%. Can't see this as being too market destroying.

                    Only thing is, I do Kaladim's in batchs of 60. I buy 60 Soda and water and 10 Yarrow and Water. I know this is all I need, with this AA I'll get more than I need and throw my planning out of whack, surely a bad thing :-p


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                    • #25
                      Originally posted by Maevenniia


                      I’d like to see an AA that gives a % chance for an increased yield of the final result, maybe it would look like this:

                      Efficiency Expert I, II, III AA cost: 5/10/15

                      This ability will allow you to stretch your resources to maximize end results.

                      level I – 5% chance to double the yield of successful combines with trivial <= 100.
                      level II – 10% chance to double the yield of successful combines with trivial <= 150.
                      level III – 10% chance to triple the yield of successful combines with trivial <=150.

                      So it won’t work on the really high-end items, but it would work on subcombines, would be very nice for the temper recipes, if you could get 2 or 3 tempers out of those elemental components
                      Forget it asap

                      SoE has already a HUGE PAIN in their back with the actuals "macroer profit" recipes in the game. Don't expect them to add like hundreds of potential abuses .

                      And on the other side, one click = 3 stonewood compound bows ??? ouch... now that's way way too much to ask or expect the drop rate to be lowered and/or the fails % bein increased .




                      Dragounet Elsbeth

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                      • #26
                        And on the other side, one click = 3 stonewood compound bows ??? ouch... now that's way way too much to ask or expect the drop rate to be lowered and/or the fails % bein increased .
                        I think the idea was for low triv items originally, IE less than 150.


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                        • #27
                          most picnics parts triv below 150. i would get it for baking. only 45 atm but would love it.

                          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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                          • #28
                            Yup, my bad but still...

                            would be very nice for the temper recipes, if you could get 2 or 3 tempers out of those elemental components
                            It's trivial, but still high-end

                            Tempers, tanning/curing agents, glazes are low/semi-low trivials but all of them are exactly what SoE want to be rare .




                            Dragounet Elsbeth

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                            • #29
                              I would Love to see a Smithing AA like the JC, Poison Making and Alchemy AA's (is there a Poison making one... Think there is). How about one that is generic and only kicks in on skills over 200? in other words Like JC but only effects the skills that you have brought to over 200 SKill points.

                              The Multi Yield Idea is good but I would limit it to items that NORMALLY return more than one product. Arrows for fletching, some baking, Some Smithing and some Brewing combines (and I am sure others) Return 2-10 items per combine. Now the way I have always seen that is you are making Metal rings for example, you have enough material to make several but only 2 sets of them are really good, the rest have flaws or something that makes you discard them. With the AA you would actually have done such an outstanding job manipulating the Raw materials(Thus the Max of 10% chance) that you were able to make a few more of the items than you thought you would.

                              This line of thought could hold true for the Brewing and baking as well... If you have ever attempted to do either in real life you know that given time and being careful you can actually get more servings than the original reciepe claimed.

                              Just a Though.
                              Sir Cavel Cade
                              65 Paladin
                              230 High Elven Smith
                              Draconis Valorum
                              Tunare

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                              • #30
                                Re: Another off the wall idea *grin*

                                Originally posted by Angahran
                                While we are on the topic of new AA's *grin*

                                How about......
                                If you have 250 in a skill that uses foraged components, but you arn't a race/class that can forage. You can spend AAs to buy the ability to forage just the items used in that skill ?

                                Maybe one cost for 'Generic racial' level foraging (50 cap) and another for Max level?

                                Or, perhaps the gnomes could come up with a 'Gnomish foraging device'. It always seemed odd that a race that has zero ability to forage uses foraged components in almost all of its racial trade skill!!

                                Just a warning, since you might not have been around.

                                This topic has been brought up a few times, and produces some very Negative feelings. Threads have gotten locked, flames have started, and bad mojo.

                                Let's leave foraging to the foragers. :-)

                                -Lilosh
                                Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
                                President and Founder of the Loudmouthed Sarcastic Halflings Society
                                Also, Smalltim

                                So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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