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.
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.
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