Announcement

Collapse
No announcement yet.

Craft Augmentations, SOE needs input

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Craft Augmentations, SOE needs input

    If you want to have your opinion read, about crafting augmentations, goto

    http://eqforums.station.sony.com/eq/...id=development

    The thread is
    New Idea from a tradeskill addict

    Just FYI

  • #2
    Shameless self post

    BTW, I really think now is the time to get your opinion in aobut this kind of thing. If they are willing to delay a release for the first time ever, then they may really be looking for input. Am I wrong?

    Comment


    • #3
      Maddoc made one response to the initial post saying that the idea had been brough up at the Fan Faire, that he likes the idea and that it might appear in a future expansion, maybe. If he asked for suggestions, I overlooked it. In the meantime, the fact that he even commented in the thread resulted in it being completely derailed by people hoping to get a developers attention. Very few of the comments are related to tradeskilled augments and some aren't even related to tradeskills.

      The new SOE boards are better than the old whineplay boards, but the signal-to-noise ratio is still a bit low.
      Master Artisan Taadieri
      Sanctus Arcanum - Drinal (formerly Tarew Marr)

      Comment


      • #4
        Signal-to-noise

        I noticed that too. My thought was to get more trade skill people to post more signal and drown out the noise.

        Comment


        • #5
          Well then... Hijack it to here Here we control the off topic alot more
          Ngreth Thergn

          Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
          Grandmaster Smith 250
          Master Tailor 200
          Ogres not dumb - we not lose entire city to froggies

          Comment


          • #6
            I think if they add tradeskill augments they should be used as a way to customize tradeskill produced items and not just additional stats for items. For instance, potters can make chalices with very basic stats (+5ac +5int +15hp +15mana) and 3 augment slots (type 10-12 would be limited to just tradeskills.) Jewelcrafters could then make gems (droppable) that could be used to augment the chalice. The harder the gems to make, the better stats they could have. So, a jewelcrafter could make a +5int augment, +20hp, and Improved Dmg focus effect augment. These three could be added to the chalice to make it +5ac +10int +35hp +15mana Effect: Improved Damage.

            Of course, this is just an example. There are a lot of different directions they could take it. I'd change the augment combine so it requires the skill of the item it's being put on though just so potters aren't selling crappy items with little stats, but instead customized items with a lot of variety.

            Comment


            • #7
              It's amazing how fast threads tend to derail when I post to them... Coincidence? Perhaps...

              I'd definitely like to do tradeskilled augmentations and it's something that I've done some thinking on (even got a document or two with notes scribbled on them somewhere.)

              As Ngreth suggests, post your thoughts here, I'd be interested in hearing what you guys think -- Keep it up

              DISCLAIMER: This is in no way a promise to implement tradeskilled augments
              -- Maddoc
              Last edited by Ngreth Thergn; 06-03-2004, 10:08 AM. Reason: Added the larger size for the disclaimer :)
              Maddoc the Wayfarer
              Assistant Lead Designer
              EverQuest Live & Expansions

              "Bristle.Tornt: How do I make metal bits?"

              Comment


              • #8
                Just a few obvious notes.

                1) Don't restrict augment making to one tradeskill. Allow all tradeskills to make augments.

                2) Make "easy" augments that are competitive with augments that drop in LDoN adventures or that can be bought for low point costs -- adding 1-7 to a stat or 1-15hp.

                3) Make "hard" augments that are competitive with GoD augment drops (or LDoN raids; I'm not too familiar with either, so you'd have to decide) or with the more expensive point cost augments.

                4) Make the augments droppable.As a corollary, ensure that droppable items with droppable augs can be traded and sold in the bazaar. Add a search filter for them in the bazaar. Make sure that when a person right-clicks on the augmented item in the bazaar search window, they see that item with its augs.

                5) Make a "reverse augment" -- an augment with huge stats that only fits in a basic "holder" armor piece. The "holder" is an easy to make piece of armor that has 5AC and nothing else, but three augment slots. Then, make augments with huge stats such that if you plug three of the augments into the holder, you get stats equivalent to elemental tradeskill armors. One augment would get you something like the current BD cultural armors. Two augments would be somewhere in between. Naturally, there would be different ranks of these augments so that at level 20, you'd get one holder and one augment, then upgrade it with additional augments as you level.

                More as I think of it later. =)
                Sir KyrosKrane Sylvanblade
                Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
                Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
                Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

                Comment


                • #9
                  1) Don't restrict augment making to one tradeskill. Allow all tradeskills to make augments.
                  I'm not entirely sure what I think of this... I'm envisioning a vial of poison or a SoW potion firmly attached to a bard's breastplate (like they need to look any weirder? )

                  In lieu of this, I'd say have several of the tradeskills take part/have a role in the creation of the augmentations, perhaps?


                  2) Make "easy" augments that are competitive with augments that drop in LDoN adventures or that can be bought for low point costs -- adding 1-7 to a stat or 1-15hp.

                  3) Make "hard" augments that are competitive with GoD augment drops (or LDoN raids; I'm not too familiar with either, so you'd have to decide) or with the more expensive point cost augments.
                  I like this idea, I've even got it scrawled in a document somewhere -- If we're going to let you make augmentations, it's going to be over a fairly wide spectrum, though raid-class augmentations will probably not be available initially.


                  4) Make the augments droppable.As a corollary, ensure that droppable items with droppable augs can be traded and sold in the bazaar. Add a search filter for them in the bazaar. Make sure that when a person right-clicks on the augmented item in the bazaar search window, they see that item with its augs.
                  There's obviously some coding required to make something like this happen, but it is something that is definately possible.


                  5) Make a "reverse augment" -- an augment with huge stats that only fits in a basic "holder" armor piece. The "holder" is an easy to make piece of armor that has 5AC and nothing else, but three augment slots. Then, make augments with huge stats such that if you plug three of the augments into the holder, you get stats equivalent to elemental tradeskill armors. One augment would get you something like the current BD cultural armors. Two augments would be somewhere in between. Naturally, there would be different ranks of these augments so that at level 20, you'd get one holder and one augment, then upgrade it with additional augments as you level.
                  This is interesting, though I'd want to give it more thought before I say I like/dislike it.


                  -- Maddoc
                  Last edited by Maddoc-the-Wayfarer; 06-03-2004, 02:32 AM.
                  Maddoc the Wayfarer
                  Assistant Lead Designer
                  EverQuest Live & Expansions

                  "Bristle.Tornt: How do I make metal bits?"

                  Comment


                  • #10
                    Originally posted by Maddoc-the-Wayfarer
                    1) Don't restrict augment making to one tradeskill. Allow all tradeskills to make augments.
                    I'm not entirely sure what I think of this... I'm envisioning a vial of poison or a SoW potion firmly attached to a bard's breastplate (like they need to look any weirder? )

                    In lieu of this, I'd say have several of the tradeskills take part/have a role in the creation of the augmentations, perhaps?
                    Not necessarily. Each of the tradeskills have their different areas of use. Perhaps the resulting augmentation types could be different based upon the tradeskill used. Not in appearance necessarily, but in name and function/benefit.

                    For example, something made with blacksmithing would be made of metal, while something made using pottery would be ceramic.

                    The ones made using one tradeskill might in general have certain types of effects and be aimed at certain stats, while another's would be different. Much like the different stones used in Jewelcraft affect different stats.

                    Those augmentations using Jewelcrafting might affect Charisma more than other stats (and any effects or procs from them might be illusory or affect a creature's feelings toward the holder).

                    Those made using Poisonmaking however might affect perhaps Resistances more than anything else and have effects/procs involving poisons (or DoTs).

                    Comment


                    • #11
                      Originally posted by Maddoc-the-Wayfarer
                      I'm not entirely sure what I think of this... I'm envisioning a vial of poison or a SoW potion firmly attached to a bard's breastplate (like they need to look any weirder? )

                      In lieu of this, I'd say have several of the tradeskills take part/have a role in the creation of the augmentations, perhaps?
                      One of the interesting things about RPGs is that you can rationalize anything you want. I could see, to pick your example, rogues and shaman creating... performance enhancing drugs that could be mystically infused into a piece of armour.

                      Or a gnomish injection bracer with a built in needle and resevoir to hold a mystically infused potion created under the aegis of a master tinker by a slightly crazed shaman (like they're not *all* slightly crazed) from various grease and oils creating a suspension that holds the mystic power of a wolf's blood infusing the wearer at selected moments.

                      Come to think of it, clicky sow potions augs could be fun.

                      Comment


                      • #12
                        Quote ---- (i still cant find a create quote button)--------------
                        I'm not entirely sure what I think of this... I'm envisioning a vial of poison or a SoW potion firmly attached to a bard's breastplate (like they need to look any weirder?
                        --------------------------------------------------------------

                        You are thinking to literaly here (i jnow it was a joke) but i think people have come to thing as augments as just an object and a hole!

                        Now if a poisonmaker or alchemist wanted to make an aug, whats wrong with making it a liquid. The liquid is then sealed onto the item when you combine it with the item.

                        Alchemy aug - Simmering Silvery Liquid (on worn armor, +10 Cha)

                        when auged it makes your BP shimmer with a silver light. Making anyone looking at you think you look more attractive than normal (hence the +CHA)

                        As for Poison making and Rogs...... surely these guys are the perfect choice for creating augs for use on weapons.... procs or delightfull liquids that permanently 'bond' to your weapon and add damage (either straight +1 or 2 damage, or some +3desease type damage)

                        OOOH - Idea....> What about Rogs creating Bane augs for weapons. Say your guild is going through the Ssra/Emp keying up they could buy SsraBane augs to help them.... once they are done, they could remove these (they are then destroyed, like current augs) and they could then try to make/aqquire VT Bane augs for their weapons.

                        The fact that they are destroyed when they are removed would help give the economy some of that 'turnaroud' that is needed. And Bane augs, specifically ones that are usefull for a 'stage' in a guild/characters's progression would really work i think.

                        some that might be good!

                        Veloius faction Bane - Giant, Dwarf, Dragon. (for guilds who still progress through Kael and ToV

                        Ssra - anti snake, emp.
                        VT - bump +1 or 2 on weapons for VT mobs

                        POP - some banes for areas in POP.

                        GOD - not dont too much here, but am sure something could be done here.

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

                        I have to agree with whoever posted above, all tradeskills need to have their own aug recipies. Leaving some out would make some people upset. Even tho most tradeskillers these days do all tradeskills (thanks Grimmel)

                        Tailoring - sashes and braids worn like medals on armor, also auging pure caster robes or leather armor etc is the obvious choice for tailoring.

                        Smithing - kinda speaks for itself, armor metalwork, weapons.

                        Pottery - kind of an unusual one, totems and ceramics, tricky to roleplay into auging items, but with some clever thinking am sure this can be done.

                        Jewlcraft - also speaks for itself, creating intricate augs for necklaces, earings and rings.... also gemwork on armor and pretty much anything.

                        Fletching - augs for bows... think of an aug that is like a 'gun sight' (Sight of the endless eye) giving bonus to Range. Sone kind of aug to the pully system on the string to make slow bows have quicker delay.

                        Poison making - as spoken about above

                        Alchemy - also spoken about above. (not a lot but you get the idea)

                        Tinkering - probably the easiest, possibilitys are endless.... Small Elbow Piston, auged to an arm item giving STR/DEX,
                        Small Knee Piston - leg item DEX/AGI.
                        Eyefilters of the TierDal - aug for helm or face item, giving DarkElf vision (whatever one that is)
                        Eyefilters of the Dead - aug for helm or face item, giving SeeInvis.

                        Baking and Brewing - Ok a little stumped.... throw me a bone ok, my creative juices are used up...

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

                        The BIG question is are there going to be augs - 5% Mod Tailoring... etc!
                        Last edited by Pootle; 06-03-2004, 07:52 AM.
                        Pootle Pennypincher
                        Short in the eyes of some...
                        Tall in the hearts of many!

                        Comment


                        • #13
                          on the use of poisons combined with smithing, using them as part of a temper (old poisoned steel used as in cooling baths) would seam fitting.
                          it would cirtanly alow a boost to the skill which needs it. lol as for your joke of using it on breastplates haha well no point unless you sharpen the edge of the bp and smash it into someones head *chuckle*

                          theres a lot of scope for using the trades to mod items, even if you desided that the augs we made were no drop, id still be happy. it would let tradskillers improve their own items (instead of just selling stuff) and give players something to work towards.
                          eg the smith wants to make a "masterpiece" of a breastplate he has, something to show how good he is and to hand down through his family. he used his skills to etch, inlay and enamel the steel. the result looks so good that when he wares it people go "wow thats beautiful" thus giving a Charisma mod +10
                          jewelry makers can construct rings that give stats ect, using those same skills they could bind adornments that they make onto the leather doublet

                          the potental for this, makes even me rub my hands together with excitement.
                          Wyloc Wormwood
                          70th level Freelance Assassin
                          Terris Thule

                          Comment


                          • #14
                            Baking and Brewing - Ok a little stumped.... throw me a bone ok, my creative juices are used up...



                            Hmmmmm....

                            Welllll... for brewing, could be something like essence of constitutional, put a Kaladim Constitutional (maybe the double brewed stuff I dunno) back into the brew barrel, let it steep to get out all the unwanted water etc. Returns essence items (for anything brewed with stats) that can then be sold/used by other folks to add into their recipies. Kind of like a support trade skill? You wouldn't actually be making the augs, but you could supply some of the main items? Would also work with stat food items. Toss a MTPB back in the oven to bake it down (or as how i do it in real life, burn it to a crisp) and come out with picknic dust, use the dust to make the augment.

                            The only reason why i think this would work is because how many brewers our there are still making money on sub-combine items like Heady Kiola or bakers making Chocolate and what not?

                            250 in brewing with a trophy! All other trade skills? /sigh don't ask.
                            Magelo to see my junk.

                            Comment


                            • #15
                              Hmm, for baking & brewing....

                              ....how about a charged item with 3-5? charges of summon food/drink, where the result is a stack of no-drop stats enhancing food.....use Taelosian Wheat & Tea in the combines, perhaps? The tradeskiller makes the food/drink items (yield 4 per combine, like MTPs), then combines 3-5 stacks of this food/drink in the oven/brew barrel with a special stone (bought off vendors?) and the stacks become CONDENSED, to be summoned at need.

                              Or how about making an augment that slows down food/drink consumption?

                              Shaman potions could also be condensed into an augment with charges. This keeps them consumable, and gives shamen a new market...
                              Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                              Silky Moderator Lady
                              Beneath the silk, lies a will of steel.

                              Comment

                              Working...
                              X