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.
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.
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