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Fan Faire Review -- 12 weeks later

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  • Fan Faire Review -- 12 weeks later

    Well, it's been a wild ride since the Fan Faire. We've had the skillup formula revealed, tons of questions answered, proposals made and responded to, improvements in tradeskills like GoD weapon upgrades, and many more changes. In light of the recent move by SoE to get a better feel on what players want, I'd like to review the points I brought up at the Fan Faire and either point the devs (and EQTraders readers, of course!) to threads where the discussions took place or just include a summary here.

    I'd also like to point out some changes that were called "easy" and "probable" by the devs, but have not yet made the cut into the game. I realize that with the recent issues in GoD balancing and the guild summit that things must be quite hectic at the SoE offices. Hence, this list is again just a reminder of that which was discussed at the Fan Faire, summarized into one post.

    I'm purposely leaving out things the developers said were unlikely and questions that have been resolved already. The list below is sorted (rather arbitrarily) by where the question appeared on my write-ups.

    I'll be editing this as posts get added with additional info, links, issues, whatever. If you find an issue or idea I missed, please post it! I'll get it added to the main post here.

    So, without further ado, where do we stand 12 weeks later?

    Velium weapon to Velium ore conversions
    This was one of the items listed as "likely." It is not yet live, as far as anyone can tell.

    Making quest recipes learnable
    Maddoc asked for a list of quest recipes that have secondary uses and are made often. To my knowledge, no such list was compiled; only Enchanted Velium Bits was mentioned. Does anyone know of such a list?

    Bag tokens showing bag stats
    Another idea the devs seemed to like; they noted it was on the list of things to do.

    Rotating stock on vendors
    Tanker said it wouldn't be too hard to code vendors to erase the oldest item sold to them, rather than the newest.

    Spiderling silk drop rate review
    Maddoc said he would review spiderling silk drop rates, particularly in Everfrost. Based on data from EQEcon going back two months (the longest they show), the volume of available silk in the bazaar has dropped significantly, while average prices have either held steady or risen. This has led to a direct rise in the cost to skill up smithing, either in platinum paid in the bazaar or time to farm the silk. People consistently post that drop rates have decreased; almost none post that they have increased or held steady -- though this, of course, is subject to a number of personal biases. The only true resolution is a review of the drop rates from actual server logs. (The EQEcon data I quoted is based on my own server, plus a few other servers I chose at random. I couldn't figure out how to make it show summary data for all servers combined.)

    Bazaar tokens for additional bags
    Maddoc asked us to compile list. This is posted here.

    Disparity in component requirements between Plate and Chain/Leather for PoP armors
    The devs agreed that there is no in-game or game balance reasons for plate armor to require so much more by way of tempers and bricks than chain or leather. I posted a detailed analysis and proposal on my site here and linked it at this EQTraders thread and this EQLive thread for discussion.

    Excessively low drop rates for PoP temper components
    On a similar note, the drop rate for temper components (used for plate, chain, and leather armors) compared to saps for silk armor appear severely out of balance. As Chenier noted in the EQTraders thread linked above, it's all but impossible for even an elemental guild to gather enough supplies to make a reasonable number of plate, chain, and leather armor pieces. The general consensus appears to be that the drop rates on temper components should be raised, though to my knowledge no one has posted an analysis proposing a new rate. To pull a number out of thin air, I would say the rates need to be doubled or tripled, but again, I just made that up.

    Cultural armor review
    The devs indicated that they would be willing to review and (if need be) overhaul cultural armors, but they noted that this would take lots of time.

    Balancing the Grand Robe / Grand Tunic / Phylactery quest for melees
    Maddoc said he would look at adding an alternate reward for melees who wish to do this quest, since they cannot use the Grand Robe/Tunic. Discussions included either adding a new reward for melees or making the Token of Service tradable.

    Nitram Anizok's plight
    Tinkerers are concerned about the ability to get to Nitram in Innovation, as he is the only vendor for certain non-stacking tinkering supplies. The problem is due to both see-invis mobs along the path to reach him, and the fact that he is also used for a quest (Xanamech). Thanks to Sanna for pointing out this thread.

    Portable or multi-user tradeskill containers
    The developers said they would look into adding additional portable tradeskill containers, possibly as collapsible items. Tanker also mentioned the possibility of allowing multiple people to use stationary containers (like forges or brew barrels) at once.

    Mid-to-high tailoring bridge recipes
    Maddoc mentioned that he would consider new recipes to bridge the gap between 190 and 240 in tailoring, but most likely that would be part of a future expansion.

    Tradeskill Super-trophies
    The discussion of a super-trophy you can only obtain at 1750 skill or after having all seven normal trophies is still a hot topic for discussion here.

    Expanding Jewelcrafting Mastery to other skills and classes
    Rytan and Maddoc both agreed to consider opening up JCM to other classes, or adding masteries for other tradeskills, or both. Discussion on this site broke down after a while into enchanter-class bashing, so I won't link the thread.
    Last edited by KyrosKrane; 06-21-2004, 03:30 PM.
    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

  • #2
    Nitram Anizok's plight:
    http://mboards.eqtraders.com/eq/show...65&postcount=2
    "It could be done super-easily via a Mischief-style 'teleport' on the other side of the Innov GY that landed you in his house, and another click would take you back to to the GY."




    I only halfway recall this well enough to speak about it... don't some TS-made Pop armors have the 'wrong plane's stats'? Like, Water armor has Earth stats or something? If they're looking at all this stuff about pop-made armors anyway, should that still be on the list?

    -- Sanna
    Mistress Tinkbang Tankboom - Ak'Anon, Tarew Marr
    Gneehugging Chantaranga of the 66th Mez Break - AA:59
    Assisted by Nakigoe Sennamida, Druidess of 65 Foraged Steamfont Springwaters - AA:8
    Quartic, Darkie Wizzy of 52 Self-Snares - Best Crit: 1680.
    [BK-210 // BR-250 // BS-203 // FL-200 // JC-240 // PT-200 // TL-200 ]---[ TK-179 // RS-182 // FS-165 ]-- Points: 1503/1750 -- Shawl: EIGHT and wearing it ^_^.
    Icon by Kenshingentatsu

    Comment


    • #3
      Originally posted by Sanna
      don't some TS-made Pop armors have the 'wrong plane's stats'?
      I remember some discussion about that a while back, but I'm honestly not sure it would be practical to change them after all this time. People have stockpiled supplies and made lots of armor with the expectation it would have certain stats. I doubt many armor owners would be too upset to find that the name of their armor had changed (but not the stats) -- however, tradeskillers would be very upset to find, for example, that their pricy shimmering fish gills now only made mid-range-HP armor, while the previously moderately-priced liquefied earth suddenly made high-HP armor. (I forget what the actual switch in armors was or should have been, but you get the idea.)
      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


      • #4
        bleh

        I forget what the actual switch in armors was or should have been

        They swapped livestone and farwater stats. No big deal, except for the inaccessibility of E'cian Ice used in the preferred Farwater.

        Hydrotha is a bit of an obstable to farming, you know.

        Comment


        • #5
          Whoa, my random guess turned out to be right! *beams*
          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


          • #6
            hopper hides

            One thing that I feel should be changed that doesn't directly involve adding new late tailoring bridges is the ability to despawn the hoppers in DSP, on bristlebane there is one individual who has been keeping the cave consistently on Sambata with a 65 time equipped ranger who just sits and watches for the ancient hopper to spawn when he is not farming the cave himself. Superb hides are 450-500pp each in the bazaar and one trader has them all. I'm sure it's great for him, but it's pretty lame for someone who wants to farm their own parts rather than spend a fortune.

            Kairn Pixiebane
            65 Storm Warden of Bristlebane

            Comment


            • #7
              Originally posted by Kairn
              One thing that I feel should be changed that doesn't directly involve adding new late tailoring bridges is the ability to despawn the hoppers in DSP, on bristlebane there is one individual who has been keeping the cave consistently on Sambata with a 65 time equipped ranger who just sits and watches for the ancient hopper to spawn when he is not farming the cave himself. Superb hides are 450-500pp each in the bazaar and one trader has them all. I'm sure it's great for him, but it's pretty lame for someone who wants to farm their own parts rather than spend a fortune.

              Kairn Pixiebane
              65 Storm Warden of Bristlebane
              Maybe despawn isn't the answer... how about upping the drop rate of the hides? Not only in DSP, but maybe in mar saru (i know i'm not spelling that zone name right) Tonns of hoppers there.. but jack all for drops. Would be harder to farm because you need to avoid all the zelniaks and stonegrabers, but would be worth it, imho.

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

              Comment


              • #8
                Originally posted by Furyrpied
                Would be harder to farm because you need to avoid all the zelniaks and stonegrabers, but would be worth it, imho.
                why avoid when you can AE them all
                Master Zaepho

                Comment


                • #9
                  I mean for those who are hunting there and wanting to do some trade skilling at the same time.

                  Joo too ubah fur mez.

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

                  Comment


                  • #10
                    Well...

                    While an increased drop rate would be a welcome change, quite frankly the main issue as far as i'm concerned is the fact that it's POSSIBLE to block others from farming when you're not even actively camping it. They make time instanced so uber guilds can't block each other from getting gear there, so I think some sort of change to prevent blocking of farming tradeskill components is a worthwhile thing to request.

                    Kairn

                    Comment


                    • #11
                      I copied this thread onto the correspondents board (on the EQ Live website) to see if I can get any more specific answers to them. I'll let you know when I hear anything.




                      Comment


                      • #12
                        Dp is the worst of 3 zones i can think of to get hopper pelts. ML is the preffered.

                        Comment


                        • #13
                          Some comments from the developers on the Fan Fair questions. I have created a new thread on the Artisan's Way which includes the ones I don't have answers for here, plus some others compiled from various posts.

                          Originally posted by KyrosKrane

                          Velium weapon to Velium ore conversions
                          This was one of the items listed as "likely." It is not yet live, as far as anyone can tell.
                          Yes, this is something we can do -- It's going to take some time to evaluate the conversions to make sure that we don't create any more plat-macro exploits.

                          Making quest recipes learnable
                          Maddoc asked for a list of quest recipes that have secondary uses and are made often. To my knowledge, no such list was compiled; only Enchanted Velium Bits was mentioned. Does anyone know of such a list?
                          According to Maddoc, no list has ever been compiled or given to him, so he's not done much on this. I suggest that we compile a list, and I'll forward it on.

                          Bag tokens showing bag stats
                          Another idea the devs seemed to like; they noted it was on the list of things to do.
                          This is something that's not horribly difficult to do, just time consuming.

                          Rotating stock on vendors
                          Tanker said it wouldn't be too hard to code vendors to erase the oldest item sold to them, rather than the newest.
                          Your humble correspondent does not have an update on this specific issue.

                          Spiderling silk drop rate review
                          Maddoc said he would review spiderling silk drop rates, particularly in Everfrost. Based on data from EQEcon going back two months (the longest they show), the volume of available silk in the bazaar has dropped significantly, while average prices have either held steady or risen. This has led to a direct rise in the cost to skill up smithing, either in platinum paid in the bazaar or time to farm the silk. People consistently post that drop rates have decreased; almost none post that they have increased or held steady -- though this, of course, is subject to a number of personal biases. The only true resolution is a review of the drop rates from actual server logs. (The EQEcon data I quoted is based on my own server, plus a few other servers I chose at random. I couldn't figure out how to make it show summary data for all servers combined.)
                          Your humble correspondent does not have an update on this specific issue.

                          Bazaar tokens for additional bags
                          Maddoc asked us to compile list. This is posted here.
                          Easy enough to do, especially with a compiled list. This will be one of the few items most likely to get done first, since it's not going to take a *ton* of time to do.

                          Disparity in component requirements between Plate and Chain/Leather for PoP armors
                          The devs agreed that there is no in-game or game balance reasons for plate armor to require so much more by way of tempers and bricks than chain or leather. I posted a detailed analysis and proposal on my site here and linked it at this EQTraders thread and this EQLive thread for discussion.
                          Very time consuming to evaluate -- I'd like to do it, but it's not on the radar for the next few months at least.

                          Excessively low drop rates for PoP temper components
                          On a similar note, the drop rate for temper components (used for plate, chain, and leather armors) compared to saps for silk armor appear severely out of balance. As Chenier noted in the EQTraders thread linked above, it's all but impossible for even an elemental guild to gather enough supplies to make a reasonable number of plate, chain, and leather armor pieces. The general consensus appears to be that the drop rates on temper components should be raised, though to my knowledge no one has posted an analysis proposing a new rate. To pull a number out of thin air, I would say the rates need to be doubled or tripled, but again, I just made that up.
                          Very time consuming to evaluate -- I'd like to do it, but it's not on the radar for the next few months at least.

                          Cultural armor review
                          The devs indicated that they would be willing to review and (if need be) overhaul cultural armors, but they noted that this would take lots of time.
                          Very time consuming to evaluate -- I'd like to do it, but it's not on the radar for the next few months at least.

                          Balancing the Grand Robe / Grand Tunic / Phylactery quest for melees
                          Maddoc said he would look at adding an alternate reward for melees who wish to do this quest, since they cannot use the Grand Robe/Tunic. Discussions included either adding a new reward for melees or making the Token of Service tradable.
                          This is probably something that's very easy to do, and again one of the easiest things to do which will get done before any of the others.

                          Nitram Anizok's plight
                          Tinkerers are concerned about the ability to get to Nitram in Innovation, as he is the only vendor for certain non-stacking tinkering supplies. The problem is due to both see-invis mobs along the path to reach him, and the fact that he is also used for a quest (Xanamech). Thanks to Sanna for pointing out this thread.
                          Haven't had a chance to look at this -- Moving him is easy, checking to see if the quest or combines he's needed for will now be trivial because of the move is a little more difficult.

                          Portable or multi-user tradeskill containers
                          The developers said they would look into adding additional portable tradeskill containers, possibly as collapsible items. Tanker also mentioned the possibility of allowing multiple people to use stationary containers (like forges or brew barrels) at once.
                          Your humble correspondent does not have an update on this specific issue.

                          Mid-to-high tailoring bridge recipes
                          Maddoc mentioned that he would consider new recipes to bridge the gap between 190 and 240 in tailoring, but most likely that would be part of a future expansion.
                          Your humble correspondent does not have an update on this specific issue.

                          Tradeskill Super-trophies
                          The discussion of a super-trophy you can only obtain at 1750 skill or after having all seven normal trophies is still a hot topic for discussion here.
                          This is likely to be done, but not sure when -- Possibly a future expansion feature.

                          Expanding Jewelcrafting Mastery to other skills and classes
                          Rytan and Maddoc both agreed to consider opening up JCM to other classes, or adding masteries for other tradeskills, or both. Discussion on this site broke down after a while into enchanter-class bashing, so I won't link the thread.
                          Possible AA for an expansion.
                          Last edited by Nolrog; 07-12-2004, 10:25 AM.




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