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  • #61
    Originally posted by Mannwin Woobie
    Without stirring up any Enchanter-bashing, was there ever a REASON given as to why they are not considering opening up JCM to the rest of the classes?

    I'm sorry, this thing just sticks in my throat. To take a skill that is not class-restricted and restrict the Mastery of it to a single class is outrageous. OK, just admit it was a mistake and fix it. You know you can do it. You don't even have to admit the mistake...we'll take a quiet behind-the-scenes fix

    Roll it out with the new expansion. Yeah. That's the ticket......
    I agree, they should fix this issue - they should remove it as an ability for all classes except enchanters.

    Furthermore, the top tem list wording should be changed, or the item removed entirely. The wording stated that it was strongly supported by the community - when it is only strongly supported by the tradeskill community; it certainly is NOT supported in any way by the community of enchanters. The tradeskill community has nothing to lose by asking for this change, but the enchanters do lose something that is currently a class specific ability (the ability to use AA's to enchance jewelcrafting).

    Change the wording then to ask that it either be made generally available, or removed entirely from non-enchanter players. After all, whats the difference between asking for this, and asking for poison making abilities (a class defined ability) and potions (another class defined ability). I assume if you are given jewelcrafting, you will soon be after the others as well.

    If it sticks in your throat so much, make an enchanter.

    Comment


    • #62
      After all, whats the difference between asking for this, and asking for poison making abilities (a class defined ability) and potions (another class defined ability). I assume if you are given jewelcrafting, you will soon be after the others as well.
      Poison making and alchemy are CLASS specific skills, Jewelcraft is NOT!
      What makes JC a class specific ability? ... the only diference the way I see it is that chanters have the option of enchanting metals, and that has even been altered e.g with the Enchanted Bar Of Nightmare Iron. This is a smithing recipe! And dont say its not "real" enchanted, why else does it have the name?

      If chanters should keep the JC AAs then they should make the smithing AAs as Plate class only and tailoring AAs Leather class only ... Is that not fair? or is it easier and alot faster to remove the chanter only AA?
      Last edited by Secone; 01-24-2005, 08:55 AM.
      Expert Artisan Secone Iceskimo of Antonius Bayle
      70 Paladin of Tunare
      My Complete Tradeskill Guide 3.0
      (300 Brewer +15%) (300 Jewler+12%) (300 Baker) (300 Potter+12%)
      (286 Fletcher, Mastery1+8%) (300 Smith, Mastery3+12%) (253 Tailor+8%) (200 Fisher)
      Salvage3
      Fumlefingre (286)+8% Tinker
      Snigemorder (300)+15% Poisonmaker

      Comment


      • #63
        You know guys, its really a moot point. Developers seem to have their mind made up here. So, why go through this argument all again? Check the board, its been hashed out a lot really

        As for changing the wording on what community, well this is the Tradeskiller Top 10 list. Which would imply that the the community referred to in that list is tradeskillers. Its really just semantics and I'm certain that the developers are smart enough to know that the tradeskillers don't speak for every enchanter out there

        Comment


        • #64
          I would like to see titles for skills that give some indication of skill level beyond what is available now.

          For instance:

          Skill 100 - 200 = Apprentice
          Skill 200 - 249 = Journeyman
          Skill 250 = Grandmaster

          I would like some additional title for reaching 200. That is usually the level you want people to pester you for combines and it will give customers some assurance of your skill level.

          Tillinghast
          Vendor Mule

          Comment


          • #65
            Originally posted by Elyssanda
            Nolrog? Since #5 says
            5) Tradeskill Super-trophies

            This isn't something that I'm inclined to do quite yet, though it is something that we might do in the future, perhaps as part of an Aid Grimmel / Shawl style quest.

            Could we substitue the dye-ing of bags for it? Everyone is always looking for ways to get through their banks/inventory faster and this would really help.
            Sorry to pull this thread back on topic.

            I can certainly add that one, Elyssanda. If anyone has any strong objections, now is the time to add them.

            There was a post (or was it a whole thread) on this issue. If you know where it is, can you link it for me. That will help when formulating the argument to add into the list.

            Thanks,

            N




            Comment


            • #66
              Err...Tillinghast...I can't make sense of what you are saying...

              Currently you get Apprentice when reaching 100 in any tradeskill, Journeyman when reaching 200 and Expert when reaching 250. I think you agree with that.

              Are you saying you want MORE titles than this? At what level? I'm willing to listen for a case to be made, but it's going to have to be a good one...cause I think the current system is wonderful.

              I've been surprised at the lack of positive feedback and general nitpicking when people have discussed the tradeskill titles. I think this is one area that SOE has done right by us and we should just be happy with our new titles.

              Brickhaus
              Brickhaus
              85th Lvl Wood Elf Druid on Druzzil Ro (Xev, Combine)
              &
              Goodn
              85th Lvl Human Paladin on Druzzil Ro

              Comment


              • #67
                I'm not sure if this fits in the realm of the Top 10 Tradeskill Issue list. Most of the items on the list are fixes or small changes rather than new directions. But I've been thinking about this for awhile and it's time to share.

                For me, the #1 priority for us tradeskillers is to help SOE develop more recipes for all tradeskills in game. I would love for us to work with SOE to develop a mechanism where we can easily submit recipe ideas and have them implemented in game. Obviously there are many issues and many problems that can arise (hi, I'd like a vegetable and a water flask to combine in a brew barrel and give +100 hps and mana and be a miraculous drink...err, no). But having a vegetable, ground pepper and vodka combine in a brew barrel to make a Bloody Mary, an alcoholic drink, with a triv at 181, would be neat.

                Two of the most common headaches I've run into as a rabid tradeskiller are lack of recipes for in game items that should have recipes (particularly those from GoD or otherwise marked as tradeskillable) and a dearth of differing skillup paths for non-baking/brewing/jewelcraft tradeskills. I think the community as a whole would be a great resource to tap into for development of these ideas.

                Anyway, not sure this really belongs on the Top 10 list, but it's something I'd love to see us help implement AND I'd be willing to devote some of my own time to help this out (like be a point person for tailoring or smithing new recipes, etc).

                Brickhaus
                Brickhaus
                85th Lvl Wood Elf Druid on Druzzil Ro (Xev, Combine)
                &
                Goodn
                85th Lvl Human Paladin on Druzzil Ro

                Comment


                • #68
                  Originally posted by Brickhaus
                  For me, the #1 priority for us tradeskillers is to help SOE develop more recipes for all tradeskills in game. I would love for us to work with SOE to develop a mechanism where we can easily submit recipe ideas and have them implemented in game.
                  I like this idea, but as Brickhaus noted, there has to be multiple sanity checks involved. I could see doing this as a three tiered system.

                  The first tier would get the raw suggestions from players and eyeball them just for common sense. This could easily be done on a volunteer system by interested players; it's similar to peer moderation systems that exist for mailing lists and forums. Over-the-top suggestions would be filtered out at this stage. If a submitter feels their idea was rejected unreasonably, they could resubmit it, and odds are that it would go to a different moderator, who could evaluate it independently of the first.

                  The second tier would be feasibility checks. Would this new recipe make skilling up too easy? Would that one cause a plat exploit? This could also be done by players, but the amount of work involved is much higher. That suggests that this tier should be automated in some way, based on overall guidelines from the developers. Rejections would be sent back to the first tier moderater who approved them with a note explaining why they were rejected. If the reason for rejection can be easily corrected, the moderator could correct it and resubmit it. Otherwise, the moderator would forward the rejection note to the submitter.

                  Accepted suggestions would be forwarded to the third tier:a database for the developers to view. Whenever they need to or feel like it, they can skim the database for new ideas. Pretty much all the entries in the database will be player suggestions that have already been vetted for sanity and feasibility, which provides a great base for the developers. If an idea is selected to be implemented, it would be easy to send a note to the original submitter thanking them for the idea and telling them that it is being implemented.

                  This system provides lots of two-way communication at each stage. It has checks to prevent abuse and a kind of appeal system so that a computer doesn't override a human. It would require relatively little work beyond the initial implementation, as the bulk of the system could be run by volunteer players. The implementation itself isn't overly complicated either; I've implemented similar systems in about a week's worth of programming, spending just a couple of hours each day on the project. The automated checks are likely to take the most time, as well as the user interface -- should it be an in-game form like the feedback window, or a Web-based system? (Or both! ) At any rate, this would be at least an initial framework from with the Sony devs may find some useful ideas.
                  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


                  • #69
                    Originally posted by Elyssanda
                    Nolrog? Since #5 says
                    5) Tradeskill Super-trophies
                    <snip>
                    Could we substitue the dye-ing of bags for it?
                    I would be against removing the super-trophy from the list, but I agree that dyed bags would be a neat addition. I'm gonna go out on a limb here and guess that Dragons of Norrath will resolve at least one tradeskill issue, probably via new recipes, so that will open up a slot for dyed bags. Since the new expansion is due in about three weeks, would that be a reasonable time frame for swapping in dyed bags?
                    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


                    • #70
                      Hmm, I am not getting the journeyman titles for any of my 200-249 skills. I thought I read it would be available. I will have to log on again and check the available titles.

                      Tillinghast
                      Vendor Mule

                      Comment


                      • #71
                        Originally posted by KyrosKrane
                        Since the new expansion is due in about three weeks, would that be a reasonable time frame for swapping in dyed bags?

                        OOO oooo.. Hey! Easy.. or at least it seems to me it would be.. Use the existing primatic Dyes system.. and instead of (in addition to ) the armor slots.. code the bank/inventory slots to be dye-able also.. The code already exists.. just gotta add the slots! Bet that could be done maybe in an afternoon/day? It seems like taking the existing codes and just applying them to the slots would work. Then they wouldn't have to add anything really.. And we could SOOO easily Color code our stuff... Hmm.. Magenta bag.. Weapons & equipment... Bag of stacks of roots.. Brown.. Veggies bag.. pale green... OOOH I can see this being FUN to spend a day or two figuring out my own color system!!!!!!!!!!

                        Alliance Artisan
                        Proud owner of Artisan's Prize.

                        Comment


                        • #72
                          The thing about using the dyes is that they dye the slot, not the thing in the slot. So if you die your bag o' veggies green, then move your blue bag o' weapons into that slot, you'll now have a green bag o' weapons and a blue bag o' veggies.

                          The problem that I see with dying bags is that they have to create a new item for each type of bag and for each color to dye it. What I think would be the best solution is for them to make an Augment of Names. You can add this augment to your bag/toolbox and it will let you customize the name of that bag (with the name stored on your local client instead of expanding the server database would be ok with me). Then whenever you do the mouseover thing or hold the alt key down it will tag that custom name in parenthesis after the regular name of the box/bag. It could also include the name of the bag in the bag window.

                          This could also be expanded to allow crafters to trademark there product. So, if a master craftsmen (skill 200+) makes an item, they can add one of these augments that identifies them as the creator of it. Granted if the data is stored locally, someone could just go and edit the local file and change the name, but it's a good start.
                          -- Mewkus: 2100 dings on the server formerly known as Solusek Ro
                          try: Inventory/Flags/Spells tracker program - (sample output)

                          Comment


                          • #73
                            haveing a dyed, named bag would be great imho. sounds fun. but i thoughtof something new to add to the list.

                            we are always looking/complaining aobut new recipes. well how about we humbly ask that all of the UNSOLVED recipes from the original eq and 2 following expansions be given out? i was told that from beginning to current there are almost 1000 unsolved recipes and a few hundred quests. we wouldn't have to ask for any extra programming but jsut ask for what we should ahve found already. if the recipe is that old and we've been looking for 5+ years maybe it was hid too well (Lewena)

                            i'd happily take the ones we ahven't found and ahve it be told to us if they keep something missing, a ingredient we have to experiment with. any ideas?

                            Comment


                            • #74
                              I was thinking that instead of using in-game recipes (and thus creating the need for multiple database entries) they could use the UI window features.

                              Right-click on a UI window and navigate through the options that pop up....as you see you can add/remove texture and change the background color of the UI window (which I use in the Maps window sometimes when the lines are too light, I change to a black or dark brown background).

                              So why not add some additional functionality to the UI options, so that a player can right-click and change the forground color?


                              Or as posted above, just as you can name chat windows, allow us to tag each bag with a name.
                              Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                              Silky Moderator Lady
                              Beneath the silk, lies a will of steel.

                              Comment


                              • #75
                                Originally posted by mewkus
                                The thing about using the dyes is that they dye the slot, not the thing in the slot. So if you die your bag o' veggies green, then move your blue bag o' weapons into that slot, you'll now have a green bag o' weapons and a blue bag o' veggies.
                                I don't know about you.. But my bags pretty much tend to stay in exactly the same places. ie.. The top left bag in my bank is all collapsible/ed (the clicky ones) containers and trophys.

                                Alliance Artisan
                                Proud owner of Artisan's Prize.

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