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  • #31
    Now that OOW is out, and we got a lot of goodies, I am revisiting this list. I think, in general, we are a happy bunch, but there are still some issues. I have compiled the votes on each of the issues (as best I could, in between all the discussions), and will only repost the top ones. The others will remain in reserve, and will move onto the list as something is fixed and dropped.

    I will submit this on Friday morning to Ash. There was some discussion on focussing the lists on things that are broken right now. If that's the case, then our list would look quite different (I'm trying to get some clarification on this.)

    I have groupted these by the number of votes they got.

    These are the top vote getters, with 4 votes each:

    1) 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.

    2) Bag tokens:
    2A) 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.
    Additional

    2B) Additional Tokes for bats.
    Easy enough to do, especially with the 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.

    3) 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.

    4) 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.

    5) Tradeskill recipes with missing ingredients
    There are a number of recipes in the game that seem to be missing ingredients to make them. Some have come to light with the new tradeskill UI
    Fizzle Pop (missing aerated mineral water)
    Onyx Encrusted Urn (missing urn sketch {for several years})
    Othmir Ocean Mead (missing grey algae, possible combination of other algae's in a mixing bowl? *shrug* as far as I know we haven't tried to see if that's a subcombine yet, so that one might actually exist in game with no lore to find out the recipe or help us search, and since people are burned out on searching since lewena's...)
    Karana's Heartfruit Salad (missing Speckled Pine Fruit and Palm Leaf)
    Unfired Gnollish Protection Deity (missing sketch of brell serillis)
    Unfired Gnollish War Diety (missing sketch of rallos zek)
    Vah Shir Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
    Grimling Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
    Shissar Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
    Sonic Wolf Shapped Cookies (missing the cookie cutter or the pattern/sketch to make it)

    These are all recipes that are shown in the new UI that nobody has been able to locate the items to actually combine in game. I'll add more as/if I come across them.

    These are the next batch, with three votes each:

    6) 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.)

    7) 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.

    8) 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.

    9) 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.

    This is the next, with two votes each:

    10) 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.

    11) 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.

    12) 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.
    Did OOW address this concern?

    13) Poison Mastery AA Bugged
    Howdy. Can you ask one of the guru's to look into the poison mastery AA. People are reporting that buying the AA will reduce your success rate, not increase it. If I recall correctly, the JCM AA had a similar problem in the past. This also may be affecting the Alchemy Mastery AA.

    One vote each:

    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.

    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.

    Changes to the tradeskill UI
    OK, these are some things I've noticed and decided would be nice to have included as part of the Tradeskill UI for sake of less moving the mouse all over to get things done.

    Add a destroy button on the TS UI. Most people mass skilling (pottery for example) will simply destroy or drop the items resulting from certain combines. Add a destroy button so we don't litter Norrath and have to work like dogs to click destroy My actual beef here is the annoyance of it switching active windows in the interface when I click destroy, then having to click the other window, and click the inventory window... repeat until nausea occurrs.

    Stack of items in your inventory are represented with a small number ranging from 1-20 in one of the lower corners. In the UI, add a *total* number to the items listed in the same manner as inventory stacks, so that we know when making fish rolls that we have exactly 102 bat wings left, instead of having toopen every bag we have and count the total number of bat wings. Many tradeskillers budget items for a series of combines that need the same item in each, thus knowing how many we have left will help this budgeting process.

    This one is more related towards game code than the UI suggestions. Make tradeskill messages and text go into a separate log file than the rest of EQ's clutter. Many people like to parse the tradeskill runs and results to see exactly how many combines were done, how many per skillup, the fail to success ratio, wether the skillup was on a fail or success...etc etc.


    Zero votes each:

    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.

    Necromancer research: Servent of Bones
    According to many posts on EQTC (thread link: http://mboards.eqtraders.com/eq/showthread.php?t=16141), the Necro level 56 pet spell Servant of Bones, listed as researchable in a book called "Fecae's Animation" purchasable off Alviarik in Gunthak, does not combine.

    The recipe, as listed in the in-game book, is:

    Words of Apparition, Words of Revenant, Words of Tenancy, A Piece of Parchment, A Quill

    Ghoul of Takish-Iz broken, very frustrating!
    I have killed the Ghoul of Takish-Iz more than 30 times in the last 2 months - he is supposed to drop the last piece I need for the phylactery quest - the spiritual anchor. I know for a fact as recently as late April/early May he was still dropping the anchor. By all accounts the Anchor is a 1/4 to 1/5 drop so the odds of me not getting one in 30 kills are bordering on impossible .... in an ongoing discussion on EQtraders, if you factor in two other player's experiences in the last month we have killed the Ghoul 41 times with 0 drops.

    The amount of time I have spent on this quest now vastly exceeds the amount of time it took me to get my epic or do anything else ever in this game - hundreds of hours, at least a hundred just on the ghoul..... somethin' ain't right about that.

    Please look into this SoE ..... please, please....

    Foraging Filter
    I am a 200 forager and have my forage hotkey tied to my forward movement arrow so that I pretty much automatically forage without thinking about it. The problem is that it is quite annoying to constantly forage stuff that I don't want and then I have to take the time to either drop it or destroy it. I was even killed once when I tried to zone to escape death but just before clicking on the zone, I foraged a no-drop item when my inventory was full and died before I could destroy the item and zone.

    Therefore, what I would like to see is a foraging filter. And it could possibly work something like this: When you enter a zone for the first time, your foraging filter for that zone is empty. The first time you forage an item in that zone, that item is permanently added to your foraging filter for that zone. Once an item is on your filter for that zone, you can put a check in the box next to that item if you don't want to forage it. Once checked, you will never forage that item in that zone until you uncheck it.




    Comment


    • #32
      Originally posted by Nolrog
      Zero votes each:

      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.


      Ghoul of Takish-Iz broken, very frustrating!
      I have killed the Ghoul of Takish-Iz more than 30 times in the last 2 months - he is supposed to drop the last piece I need for the phylactery quest - the spiritual anchor. I know for a fact as recently as late April/early May he was still dropping the anchor. By all accounts the Anchor is a 1/4 to 1/5 drop so the odds of me not getting one in 30 kills are bordering on impossible .... in an ongoing discussion on EQtraders, if you factor in two other player's experiences in the last month we have killed the Ghoul 41 times with 0 drops.

      The amount of time I have spent on this quest now vastly exceeds the amount of time it took me to get my epic or do anything else ever in this game - hundreds of hours, at least a hundred just on the ghoul..... somethin' ain't right about that.

      Please look into this SoE ..... please, please....

      Foraging Filter
      I am a 200 forager and have my forage hotkey tied to my forward movement arrow so that I pretty much automatically forage without thinking about it. The problem is that it is quite annoying to constantly forage stuff that I don't want and then I have to take the time to either drop it or destroy it. I was even killed once when I tried to zone to escape death but just before clicking on the zone, I foraged a no-drop item when my inventory was full and died before I could destroy the item and zone.

      Therefore, what I would like to see is a foraging filter. And it could possibly work something like this: When you enter a zone for the first time, your foraging filter for that zone is empty. The first time you forage an item in that zone, that item is permanently added to your foraging filter for that zone. Once an item is on your filter for that zone, you can put a check in the box next to that item if you don't want to forage it. Once checked, you will never forage that item in that zone until you uncheck it.
      BB Party Platter is not learnable, yet many of us use it as stat food, and now with OoW there are quite a few recipes that are not learnable, cocnut milk, shredded coconut etc, I am sure more will come to light in the days to come, but I have ALWAYS wanted the BB party platter to be learnable since I make them and use them for stat food.

      The Ghoul issue... omg, I thought it was just me, I have killed this thing SOOO many times and he has never dropped the anchor, I have just given up on EVER finishing this quest because he simply NEVER drops the anchor, and I have heard of NO ONE getting it in months and months on my server BB.

      Forage would be great with a filter, or even better an AA to reduce the reuse time on it, I dont really care for the new "chance to forage twice" AA and I wont be buying it, but a reduced reuse AA would rock imo.

      Oh yeah, and a bigger recipe favorites list, right now I am at max capacity for recipe favorites and I would really love to be able to add more.


      My Stuff

      Comment


      • #33
        Issue compliation

        Nice job Nolrog ... two paws up!

        Comment


        • #34
          I'm going to be sending this on tomorrow. Right now, I have 9 on the list. If I get no further feedback, I will make an executive decision, and add the Artisan title for 1750ers as number 10 (maybe an interim title for 1450.) I might also remove two and add the broken items (maybe I can get away with one, and list them under broken things, like the Ghoul of Takiz-Iz, the Necro Servant of Bones not combining, and the recipes with missing ingredients (since they are all "broken.") If you disagree, please let me know.

          Thanks very much.

          N




          Comment


          • #35
            I'd like to affirm your decision regarding the 1750 title... it's highest on my list.
            Qurgoth Zwergerlaufstand
            Gnome Tradeskiller of Forlorn, E'ci Server
            Tailoring: 250 Fletching: 250 Jewelcraft: 250 Baking: 250 Brewing: 250 Pottery: 250 Smithing: 250
            Research: 200

            Comment


            • #36
              I agree with the 1750 tag. It's utterly useless to the way we play the game and yet...it's necessary. Weird, huh?

              Also, I would love to bump the changes to the tradeskill UI on the list, but I don't know if I'm allowed to "vote" on those, because I already voted earlier in this thread on that very issue. Here's what I would like to see in the tradeskill UI, and my ideas for tradeskill related UI changes go a bit beyond the tradeskill window itself into the inventory and merchant windows as well.

              Tradeskill window:
              Destroy Button

              Inventory window:
              Destroy All (of this item) button. Basically, destroys all of the item you are attempting to destroy, so you don't have to drag multiple unstackable items, or multiple stacks of stackable items, to the destroy button.

              Merchant window:
              Sell All (of this item) button. Same principle as the Destroy All button, to be used to sell all of a single non-stackable item, or multiple stacks of a stackable item.

              Also, a "Bank All (of this item)" button in the bank window wouldn't come amiss either.
              Huntress Ambrya Naturechild
              65th Wood Elf Ranger of Tunare

              Comment


              • #37
                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.
                Agree to this. People who are insane enough to actually make it to 250 in all trade skills deserve a super trophy reflecting that. I personally think it should have +5% to all trade skills (+10% if they lift the hard cap) as well as a small effect. Personally, I'm thinking a tan horse = to ornate chain speed called Artisan's Mount. I don't think it'd be out of whack considering all the time and money it takes to GM in all 7 trade skills (in my case, close to 800k in plat and several months raising funds, gathering materials, and doing all the combines and sub-combines) and makes the most sense for an effect when it comes to trade skilling (a fast horse to get my goods to market ahead of the competition).

                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
                I think my posts on the matter show my feelings and why. For those who don't know, I agree 100%.

                Foraging Filter
                I am a 200 forager and have my forage hotkey tied to my forward movement arrow so that I pretty much automatically forage without thinking about it. The problem is that it is quite annoying to constantly forage stuff that I don't want and then I have to take the time to either drop it or destroy it. I was even killed once when I tried to zone to escape death but just before clicking on the zone, I foraged a no-drop item when my inventory was full and died before I could destroy the item and zone.

                Therefore, what I would like to see is a foraging filter. And it could possibly work something like this: When you enter a zone for the first time, your foraging filter for that zone is empty. The first time you forage an item in that zone, that item is permanently added to your foraging filter for that zone. Once an item is on your filter for that zone, you can put a check in the box next to that item if you don't want to forage it. Once checked, you will never forage that item in that zone until you uncheck it.
                I support this idea. A forage filter would be nice so that you don't keep getting the same crap over and over again, especially the no-drop stuff you can't or won't use and just can't drop to the ground. I would change it a little though. First, I'd include all the common forages found in almost every zone in the filter off the bat (no point in having to get a Fruit, Vege's, etc. in each zone just to add it to the filter). Second, I would make sure the filter only filters the items instead of increasing the success rate of foraging rare stuff. Meaning, I still have to succeed my forage roll enough in order to find Yew Leaves for instance. If I don't roll high enough to find a Yew Leaf and everything else in Wakening Lands is filtered, I simply don't find what I'm looking for.

                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.
                No real opinion on this, though I probably should since I'm a Vah Shir. Blacksmithing has a similar problem as well for races with no cultural available. For example, getting to 242 in Tailoring with the Cultural option only requires 2 drops per combine, a small brick of acrylia and a flawless rockhopper hide. For a Non-Cultural Smith to get to 242 in Smithing, they need atleast 2 drops as well (Aligned or Shimmering Ore as well as Pale or Shimmering Nihilite) and enchanted metal from an enchanter. They could do Acrylia Plate, but that takes atleast roughly 4 times the amount of drops (1 to 3 blocks of acrylia ore, 1/2 a large brick of acrylia ore, 2 windstones, 1 essence of wind, and 1 leather padding) plus vials of clear mana from enchanters. Case and point, I don't think tailors have it as bad as they think they do. It would be nice to have additional recipe's for when flawless rockhopper hides aren't available, but I honestly don't see Tailoring to be that bad overall.

                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.
                Against this atm, but only because it's too vague. What exactly do they need to overhaul? Is it the high end cultural? Is it the disparity between Humans having a larger warrior market (Fierce Heraldic) while everyone else is restricted to their own or similar size races? Is it the lack of cultural for certain races? So, my view for now is against till a more focused request is made.

                Bag tokens:
                2A) 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.
                Additional

                2B) Additional Tokes for bats.
                Easy enough to do, especially with the 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.
                Agree on this one. With the tokens lacking stats of what the bag weighs and it's weight reduction, not everyone knows exactly what they're buying.

                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.
                Agree on this one. Plate recipes can require upto 3 times the number of tempers and ore that chain or leather can. It can make the cost of making plate far too high to be worth doing or return a profit, especially when ornate molds can often times be gotten for much cheaper than the ingrediants needed for an Elemental level armor combine.

                As for the other issues mentioned, I have no strong feelings one way or the other.

                Comment


                • #38
                  Against this atm, but only because it's too vague. What exactly do they need to overhaul? Is it the high end cultural? Is it the disparity between Humans having a larger warrior market (Fierce Heraldic) while everyone else is restricted to their own or similar size races? Is it the lack of cultural for certain races? So, my view for now is against till a more focused request is made.
                  The main areas needing overhaul in cultural armor are:
                  Race/deity/class combinations (ie., dark elves worshipping rallos can't get cultural because dark elf cultural only supports innoruuk)

                  There are a few combinations where human cultural is actually more effective than a native race's cultural, for pretty much the same reason. IIRC ogres have this problem.

                  Two races (that I know of) have no cultural to speak of despite cultural forges and such (froglok and vah shir). Half elves have no cultural, but that seems to be an intentional thing (ie, they have no culture and are supposed to be the bastard red-headed stepchildren of the wood elves and humans, so no cultural for jooz). Argue the concept all you want, but it seems to be the official answer.

                  Frogloks don't particularly *need* cultural (sorry guys, but it's true..) since they can pretty much wear anything anyone else can make, but it's the principle of the thing. IMHO for vah shir it's semi-needed, and the only reason it's quantified by the "semi" is that there seem to be (on my server anyways) comparatively few plate classes amongst that race and the chain wearing vah shir tend to be shamans who would rather have the wis found on other armor sets (since wis is generally only added via imbues and vah shir are agnostic).

                  There's an almost excessive amount of info on this topic in the smithing section, particularly the FAQ, but that's the nuts and bolts of it.

                  SFG
                  Magelo Profile

                  Comment


                  • #39
                    Here's the ones important to me, no particular order.

                    2) 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.

                    Bristlebane's Party Platter. That's the main one I'd like to see learnable. No reason it shouldn't be able to be made to eat after the quest is over. It's the BEST hp food in the game by a good 50%, it will continue to be made long after the quest is over.

                    4) 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.

                    This is important. We don't want to see the same fire beetle eye for sale when someone sells something useful we do want to buy.. if something hasn't sold and it's the oldest thing being displayed, axe it and show the new stuff!!

                    6) 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.

                    This seems useful too... I would like to be able to make PoP armor to sell, but it's not practical to do so at the moment due to the sheer unavailability of the components driving the cost of components so high that you can't make any money on it, and the time to farm the components yourself is too prohibitive.

                    7) 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.

                    This also seems to be a useful issue.

                    8) 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.

                    Ogre cultural armor could use some review, I agree with this point. Especially in relation to human armor of Rallos Zek.

                    9) 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.

                    I'd LOVE to see this!! Also.. what the heck are "mana crystals" used for?

                    13) 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.

                    I'd LOVE to see this as well!!

                    15) Changes to the tradeskill UI
                    OK, these are some things I've noticed and decided would be nice to have included as part of the Tradeskill UI for sake of less moving the mouse all over to get things done.

                    Add a destroy button on the TS UI. Most people mass skilling (pottery for example) will simply destroy or drop the items resulting from certain combines. Add a destroy button so we don't litter Norrath and have to work like dogs to click destroy My actual beef here is the annoyance of it switching active windows in the interface when I click destroy, then having to click the other window, and click the inventory window... repeat until nausea occurrs.

                    Stack of items in your inventory are represented with a small number ranging from 1-20 in one of the lower corners. In the UI, add a *total* number to the items listed in the same manner as inventory stacks, so that we know when making fish rolls that we have exactly 102 bat wings left, instead of having toopen every bag we have and count the total number of bat wings. Many tradeskillers budget items for a series of combines that need the same item in each, thus knowing how many we have left will help this budgeting process.

                    This one is more related towards game code than the UI suggestions. Make tradeskill messages and text go into a separate log file than the rest of EQ's clutter. Many people like to parse the tradeskill runs and results to see exactly how many combines were done, how many per skillup, the fail to success ratio, wether the skillup was on a fail or success...etc etc.

                    This looks useful.

                    17) Ghoul of Takish-Iz broken, very frustrating!
                    I have killed the Ghoul of Takish-Iz more than 30 times in the last 2 months - he is supposed to drop the last piece I need for the phylactery quest - the spiritual anchor. I know for a fact as recently as late April/early May he was still dropping the anchor. By all accounts the Anchor is a 1/4 to 1/5 drop so the odds of me not getting one in 30 kills are bordering on impossible .... in an ongoing discussion on EQtraders, if you factor in two other player's experiences in the last month we have killed the Ghoul 41 times with 0 drops.

                    The amount of time I have spent on this quest now vastly exceeds the amount of time it took me to get my epic or do anything else ever in this game - hundreds of hours, at least a hundred just on the ghoul..... somethin' ain't right about that.

                    Please look into this SoE ..... please, please....

                    I've farmed this twice, finishing Phylactery & Dark Phylactery both. Took an average of 5 ghoul kills per anchor for me.

                    18) Tradeskill recipes with missing ingredients
                    There are a number of recipes in the game that seem to be missing ingredients to make them. Some have come to light with the new tradeskill UI
                    Fizzle Pop (missing aerated mineral water)
                    Onyx Encrusted Urn (missing urn sketch {for several years})
                    Othmir Ocean Mead (missing grey algae, possible combination of other algae's in a mixing bowl? *shrug* as far as I know we haven't tried to see if that's a subcombine yet, so that one might actually exist in game with no lore to find out the recipe or help us search, and since people are burned out on searching since lewena's...)
                    Karana's Heartfruit Salad (missing Speckled Pine Fruit and Palm Leaf)
                    Unfired Gnollish Protection Deity (missing sketch of brell serillis)
                    Unfired Gnollish War Diety (missing sketch of rallos zek)
                    Vah Shir Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
                    Grimling Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
                    Shissar Shapped Cookies (missing the cookie cutter, or the pattern/sketch to make it)
                    Sonic Wolf Shapped Cookies (missing the cookie cutter or the pattern/sketch to make it)

                    These are all recipes that are shown in the new UI that nobody has been able to locate the items to actually combine in game. I'll add more as/if I come across them.

                    This should get fixed.

                    That's my top ten.

                    -Bolas
                    Buy My Stuff!

                    Comment


                    • #40
                      My Prioritized Top Ten tradeskill issues.

                      1. Title for 1750 skill from custom titles menu. Perhaps "Artisan".
                      2. Tradeskill "super-trophy" for 1750 skill & all seven tradeskill trophies. (Perhaps make the title for 1750 in item #1 dependent on getting the super-trophy)
                      3. Something for melees/hybrids from Token of Service and/or Mana Crystals.
                      4. Rotating Stock on Vendors
                      5. Cultural Armor review. Comparison between races & classes.
                      6. Excessively low drop rates for PoP tradeskill items
                      7. JCM limited to enchanters only -- make available to all please.
                      8. Disparity between plate & non-plate for temper requirements & drop rates
                      9. Improved Tradeskill UI's.
                      10. Ghoul of Takish-Hiz drop rate for Spiritual Anchor. Should be no worse than 1 in 3 drop rate.

                      -Bolas
                      Buy My Stuff!

                      Comment


                      • #41
                        this might be a little late but ...

                        Hola TS junkies!

                        I really like the system in WoW where you can tell the UI to "make all the attempts with the components I have on me", and go make lunch.

                        I think it's the next logical step in making tradeskilling easier. The auto-combine feature + recipe book was awesome, and I'm very tempted to pick up a programmable mouse just so I can have it move up and down an inch before clicking (would give the same effect as the WoW system). As far as I know that's now a violation of the rules if I'm at the keyboard (but I can still make lunch).

                        The devs would(should?) only have to make sure that people can't make money by GMing a tradeskill, and mass producing items with vendor-sold components (ie cheese).

                        Just a thought.


                        Aemilius, my loser sidekick.

                        Comment


                        • #42
                          Items I would like to see:

                          1. Storebought Tailoring for all classes. i.e. not just ribbons
                          2. Taelosian Wheat recipes
                          3. GoD Pottery
                          4. GM bags lore only for the trophy that created them. One bag per trophy in other words.
                          5. Deity specific TS for more Deities.


                          Tillinghast
                          Vendor Mule

                          Comment


                          • #43
                            just my 2cp worth

                            ok the ones that I agree wiht taht we need are:

                            1) Velium weapon to Velium ore conversions----</pray>

                            2) Making quest recipes learnable---absolute must imho

                            8) Cultural armor review---I don't understand why all races don't have cultural/tribal armors

                            9) Balancing the Grand Robe / Grand Tunic / Phylactery quest for melees---'nuff said

                            11) Portable or multi-user tradeskill containers----'nuff said

                            12) Mid-to-high tailoring bridge recipes-----DUH :P


                            **************************

                            Things that would be nice


                            3) Bag tokens:----------easier to sell in bazazr
                            3A) Showing bag stats

                            4) Rotating stock on vendors----brings back vendor mining

                            13) Tradeskill Super-trophies----major prestige item IF IF IF you get a new visable title, possibly give a 10-15% modifier when equipped

                            20) Foraging Filter------would be useful trying to get that rare misty acorn or the ubah berry of d00m
                            20)a Forage AA------make it so taht only rangers and druids can get the ability since they are the only ones who really ahve the skill to use it

                            Comment


                            • #44
                              I would love to see a change in Tracking for rangers, something like a map with relative track areas giving something better than the Hot-Cold tracking we have now. A good tracker should have an idea if the Velium Wolf he is tracking is being shadowed by a Named dragon or Gravid Wyvern. It could even show on the map. This would have to be a improvement at a specific level of skill not just a class enhancement.

                              Tillinghast
                              Vendor Mule

                              Comment


                              • #45
                                Originally posted by Tillinghast
                                I would love to see a change in Tracking for rangers, something like a map with relative track areas giving something better than the Hot-Cold tracking we have now. A good tracker should have an idea if the Velium Wolf he is tracking is being shadowed by a Named dragon or Gravid Wyvern. It could even show on the map. This would have to be a improvement at a specific level of skill not just a class enhancement.

                                Tillinghast
                                Vendor Mule
                                How is this related to Tradeskills? I was just curious.

                                Taushar

                                Carpe Diem, Carpe Nocturn
                                Taushar Tigris
                                High Elf Exemplar of 85th circle
                                Druzzil Ro server


                                Necshar Tigris
                                Gnome Necromancer of 32nd circle


                                Krugan
                                Barbarian Rogue of 61st circle


                                Katshar
                                Vah Shir Shaman of 26th circle

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