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  • Fanfaire scoop

    It's way too early to post information because the Fanfaire isn't even over. Also I should mention I was too drunk to drive after the beach party so had to walk home tonight, and left my notes behind. Nonetheless...

    Rumor: mana regen cap will be raised from 15 to 25 soon. This seemed to start from players and spread to GMs, with the SOE staff last to hear of it. So probably false.

    Rumor: Leaving leadership xp turned on subtracts 20% from your xp even when you're not group leader. Ick. Probably true.

    Fact: Tinkering by non-gnomes is a five year old bug that will soon be fixed. Non-gnomes won't even be able to make fireworks or animated bait any more. But they'll still be able to do no-fail recipes without the new interface, such as recharging items with mana batteries.

    Fact: Someone actually revealed the formula for chance of skillup. It's kinda complicated and involves two seperate checks so will post later. Interestingly, successes do give higher chance of skillup on the first check (usually double the chance of skillup as a failure). Also the chance of skillup on the second check decreases gradually to a minimum of 5% at skill 190 or higher.

    Fact: drop rate of GoD tradeskill stuff will be increased in a few weeks. But don't expect any new GoD recipes.
    83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

  • #2
    I was at the panel when this info was given too , and was brought up that wis/int etc help determine success but not skillup rates (inadvertantly the higher wis the more u succede the more skillups), what i want to know is with this info, would it now be feasably better to do solstice robes after i get my stats to almost nothing with as much alcohol/neg stat gear i can, yes i will sacrafice the chance of successfull combines doubeing my chance for a skillup that round and may have to do 20% more combines or whatever...but failing them more often will i make up for it in saved cash from not haveing to make tons of chains???

    also if any care i talked on the side to one of the staff about the stackability of humming orbs for smithing past 220 and he seemed to agree they should be stackable but has to check and confirm, so cross fingers...

    other stuff was brought up, only thing that perked my interest was the idea of haveing GM trophys be abke to transmute (right click effect become a different trophy) if u have them all, in order to save room, and same for returned stuff that cloggs banks like files, needles, pans etc....fresh idea so even if it goes somewhere dont hold your breath for anything too soon.
    Also they seemed to like the idea of a different gm bag for each trophy...wee cross fingers on that too

    anyway more panels tomorrow maybe more info will come out.

    Franchesca
    250 baking
    250 fletching
    250 pottery
    250 JC
    250 brewing
    230 smithing
    188 tailoring

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    • #3
      Err... what Franchesca????

      That is the exact OPPOSITE of what we've been told for years. Who said that wis and int help determine success but not skillups rate?

      I think I'll wait for the post fanfaire info.. when people seem more "sober."


      Aandaie 56 Druid's Magelo
      Aaelandri 41 Cleric's Magelo
      Prittior 39 Shadowknight's Magelo

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      • #4
        Rumor: Leaving leadership xp turned on subtracts 20% from your xp even when you're not group leader. Ick. Probably true.
        I am not at Fan Faire. Originally this was the case when leadership was introduced; the off button was broken.

        It is no longer the case. I used Leadership to slow my paladin's AA growth til my cleric caught up. When they both dinged an AA, I turned off leadership exp, and they progressed similarly, and dinged an AA at the same time.

        Comment


        • #5
          From what I'm reading about the Fan Fair there is quite a bit of EQII stuff as well.


          The EQII Movie is quite impressive if you've not had a chance to see it:http://everquest2.station.sony.com/m...vies_voice.jsp

          EQII destiny mentioned the new EQ Engine, they said it was quite good, but most of the info was in reference to EQII.
          BuzSiverthorn - Combine
          Retired
          BuzzFelinous (24 Bard)
          Zerastor (26 BeastLord)
          BuzzVar(40 Shaman)
          BuzzSilverThor (68 Storm Warden)

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          • #6
            serious....unless i totally heard him wrong, one of the big tradeskill guys at the panel said only thing that effects skillup is if you succede in a combine you have up to a 100% increase in chance of skillup. meaning if you go from skill 200 to 210 with no failures you will have done probably half the amount of combines that someone did that went from 200 to 210 with all failures. dunno if its really true, can someone confirm/deny this was stated in the panel on the first day?

            either way in general more wis/etc will = more skillups but its only because more wis=more success and more success=more skillups

            anyone else there hear any of this or am i really going off the deep end???

            Franchesca

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            • #7
              Originally posted by Mileron

              Rumor: Leaving leadership xp turned on subtracts 20% from your xp even when you're not group leader. Ick. Probably true.
              I am not at Fan Faire. Originally this was the case when leadership was introduced; the off button was broken.

              It is no longer the case. I used Leadership to slow my paladin's AA growth til my cleric caught up. When they both dinged an AA, I turned off leadership exp, and they progressed similarly, and dinged an AA at the same time.
              That's not what I read.

              What I read is: if you have leadership exp on and you are NOT the group leader, you *still* lose the 20 percent of your exp that would go to leadership exp, but doesn't, because you are not the group leader.

              Comment


              • #8
                Originally posted by Franchesca
                either way in general more wis/etc will = more skillups but its only because more wis=more success and more success=more skillups
                I thought that the chances for success had been examined *thoroughly* by numerous tradeskillers, and the empirical evidence showed that stats had zero effect on chances for success, right down to the point where someone managed to come up with a formula - not dependent on stats, only on skill - that indicated chances for success.
                Nizanko Seigikan
                65 Shaman of the Tribunal
                Jaggedpine Defenders, Solusek Ro Server

                Alchemy 200, Smithing 194, Baking 189, Brewing 185, Jewelcraft 179, Pottery 175, Fletching 173, Fishing 170, Tailoring 158

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                • #9
                  Until a dev, or programmer can come to this message board and either post a snipet of the code itsself or announce here unequivocally otherwise....

                  Im gonna stick with the often and easily proven fact that stats do not affect success rates.

                  Heres how to prove it for yourself.

                  Put on all your gear and get all your buffs on. Do 200 combines of something trivial equal to your skill.

                  Then bank all your gear, click off buffs, duel a shaman and a chanter, have them debuff you to worthlessness. Do 200 more combines.
                  Splunge the Insane - Former Test Server Inmate
                  Splunge (Reborn) - Hunter of Lightbringer

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                  • #10
                    don't really need to strip/dual chanter/shammy... just drink yourself silly.
                    Scenario:
                    Dress and buff yourself up.
                    Make 200 attempts at mino brews.
                    Drink what you made.
                    Try to make another 200.
                    -- Mewkus: 2100 dings on the server formerly known as Solusek Ro
                    try: Inventory/Flags/Spells tracker program - (sample output)

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                    • #11
                      Oh yah, forgot about gettin drunk. =)

                      I dont drink, so i guess thats why i dont really think about it.
                      Splunge the Insane - Former Test Server Inmate
                      Splunge (Reborn) - Hunter of Lightbringer

                      Comment


                      • #12
                        There was a long list of questions that people here put together. Did you have a chance to discuss them with anyone, and what were the replies?




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                        • #13
                          Originally posted by Franchesca
                          tradeskill guys at the panel said only thing that effects skillup is if you succede in a combine you have up to a 100% increase in chance of skillup

                          !=

                          either way in general more wis/etc will = more skillups but its only because more wis=more success and more success=more skillups
                          Part A above does not lead to Part B.

                          In fact, I have the opposite interpretation.

                          All this says is if you have a skill high enough to succeed often on an item, then you will get up to DOUBLE the skill up rate compared to making an item where the trivial is 100 points above your current skill. If you lower the wis/int, the lower the BASE skill up rate (THAT IS DOUBLED by a success.)

                          Seems very clear to me, wis/int has no bearing on anything but skillup rate.
                          Druzzil Ro
                          Halfling: 250 tailor /|\ Froglok: 296 smith BM3 /|\ Human: 220 smith
                          Ogre: 290 smith, 250 tailor /|\ Erudite: 290 smith BM3, 250 tailor

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                          • #14
                            So that would mean those who thought Fish Rolls was the quickest way to get to 135 baking were WRONG. They should have done Batwing Crunchies, Fish Fillets, and THEN Fish Rolls....

                            Higher Triv doesn't = Higher Skillup Rate
                            Triv closer to your skill = Higher skillup rate

                            At least with the new piece of info and determining how you interpret it.
                            Kemdaen
                            Rogue of Tunare
                            Tarew Marr

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                            • #15
                              I only went to one of the tradeskill panel discussions, but it was pretty informative, and well run. Got to ask a few questions, primarily related to high end smithing. Since its Monday, and I am draggin my butt, you get the short version.

                              Smithed Plate vs Chain
                              Theres no real good game balance reason why plate requires more materials to produce than plate. Tae ew is MUCH mroe painful/farming intensive, elemental armor requires a lot more etc. Again, no real reason why... its not like a cleric gets twice the benefit of plate arms over a rogue, so why charge the cleric more. The devs agreed, and stated its on their review list.

                              PoP Elemental armor tempers
                              Tying into this, pop tempers are a pain. The double use of temper ingredients in multiple recipes even further limits this. I noted the incredible rarity of essence of frog and how much is used in farwater, and they took note. They seemed suprised to know that guilds have mroe elemental molds/patterns than pieces of player made elemental armor, so hopefully they will up the drop rate and relax the temper requirements to make some pieces.

                              GoD weapons.
                              These suck. Anyone who has had any melee experience knows that a 12/20 weapon for 500 plat in vendor sold materials is pure garbage. 2 aug slots on a piece of junk item is equally worthless (I think I described it as putting super rims/sound system on a pinto on blocks in the front yard). They admitted they were sub par, the vendor cost too high, and the drops way too rare. Expect to see something happen with these.

                              Tradeskill trophy/bank space savers.
                              They arent able to put multiple skill mods on an item. I proposed a very easy workaround, where you have an item that has a click to transform it to another one, similar to the Vibrating Gauntles (hamer to gloves and back). You continue clicking until you get the skill item you need. I then proposed a similar item for the miscellaneous annoying tools you need on combines (files, chisel, spoons, etc). and thatr it be a tinkered "swiss army knife" type thing. The devs seemed to like this idea, so hopefully we can get back a few bank slots shortly.

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