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  • #76
    Originally posted by Elyssanda
    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.
    This is true, but being able to change the colors would mean being able to swap bags around without causing utter chaos, not all of us have perfect memories
    Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
    Silky Moderator Lady
    Beneath the silk, lies a will of steel.

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    • #77
      Mid to High Range Tailoring Bridge Recipes

      Just so it's not completely lost in the clutter...

      I'd like to renew my support for Mid to High Range Tailoring Bridge Recipes.

      Anyone who has done any tailoring past 190 knows the pain. Expecially if the LoY Robes are not an option for your race. Must we perpetuate it?

      This seems a bit more important to me than coloring bags and what-not.

      Boleslav Forgehammer
      Paladin of Brell in his 66th Campaign
      E'ci - Sacred Destiny

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      • #78
        Originally posted by Maevenniia
        This is true, but being able to change the colors would mean being able to swap bags around without causing utter chaos, not all of us have perfect memories
        It would help with the bank too, where i have TS items spread all over the place. I've looked at a couple EQ Interface skins, where they had labels for bags (things like Armor/weapons, TS ingredients, misc, etc.), but I never did DL any of them.




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        • #79
          i agree with the mid-high tailoring request. granted it is the most difficult trade around but the loy ribbons wasn't geared to everyone. i like that they are in palce, made a killing when first went live heheheh

          i might be asking again too soon but what the hell.......Nolrog, would the devs be likely to give up the recipes we haven't found from the original game and maybe an expansion or two after it? wouldn't require any extra programming i don't think and it would still be a plat sink i'm thinking

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          • #80
            Originally posted by YurienStonebow
            i agree with the mid-high tailoring request. granted it is the most difficult trade around but the loy ribbons wasn't geared to everyone. i like that they are in palce, made a killing when first went live heheheh
            Guys, I really do agree on the tailoring issue. The point was.. there are just 3 weeks to the release of the next expansion, so what can we get added that will be relatively easy for them to address? Dyeing the slots instead of the bags seemed like a quick afternoon possibly one day fix. Adding recipes for tailoring ( a definate NEED) or making recipes to change the bags seemed like it would take more time. So for FEASIBILITY I asked for the dyes to affect slots since the code is already in place and would just need to be applied to the required slots.

            Alliance Artisan
            Proud owner of Artisan's Prize.

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            • #81
              I guess I don't understand what good dying the slots would do. So you know that's slot 6, and that one's slot 15 ... but that's information that's pretty self-evident, at least in the default UI.

              I guess it could be something like "all blue slots hold smithing supplies" and used as a memonic that way ... but that seems pretty limited in real use to me.

              Dying the slots just doesn't seem to provide much value from what I can see. Dying the bags means you can move bags around, jossle things in the bank and on your person, and still have a much improved idea of what is what. At least that's the value I saw in the whole bag-dyeing idea.

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              • #82
                Originally posted by Dunthor Warsmith
                Dying the slots just doesn't seem to provide much value from what I can see. Dying the bags means you can move bags around, jossle things in the bank and on your person, and still have a much improved idea of what is what. At least that's the value I saw in the whole bag-dyeing idea.
                Yes.. but it's also a time issue. Trying to get something new that can actually be done within the time left before the expansion.. I do think dyeing the bags would be the BEST solution, but.. as a stop-gap measure in the time allowed, something that possibly can be done makes more sense than something they will most likely just turn around and tell us.. Sorry, that's to big an issue to get into at this time.
                My original post on this did say the dye-ing of bags. I would prefer that.. but if that's not an option they are willing to look at, then I'd be happy being able to dye the slots for my inventory and bank.
                And especially if they use the prismatic dyes.. those are so easy to change if you move things around.
                Last edited by Elyssanda; 01-25-2005, 06:57 PM.

                Alliance Artisan
                Proud owner of Artisan's Prize.

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                • #83
                  Honestly, whats the rush?

                  I don't want a stop gap measure. If they like the idea and it's feasible, i can wait til the next regularly scheduled patch following the expansion (presumably in March.)

                  Also, keep in mind, these are just suggestions/ideas/requests, and while tradeskillers have been luckier than other players in terms of getting items on our Top 10 list implemented, that Top 10 list in no way implies a promise by SOE that they will implement ANY of it.
                  Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                  Silky Moderator Lady
                  Beneath the silk, lies a will of steel.

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                  • #84
                    If it sticks in your throat so much, make an enchanter.
                    As a matter of fact, I HAVE a level 60 enchanter.

                    I have already taken JC to 250 on two toons. Both of these before JCM even existed. I did it on an alt, before we could take more than one above 200 with AA. Then I did it again on my main, with the AA's. JC was not, and IS NOT, a class-restricted skill. If it was, I would have done it on my chanter to begin with.

                    You want to make it Enchanter-only? Then I want all my JC skillups to transfer to my enchanter automatically. I have to skill up a THIRD time to get JCM because the Devs screwed up and gave a class ability to a non-class-specific skill? And you can tell me how THAT is fair.
                    Mannwin Woobie - 75 Druid and Master Artisan
                    Shammwin Woobiekat - 75 Shaman and Master Alchemist
                    Xannwin - 75 Enchanter and Master Tinker
                    Stabbwin - 20 Rogue and Master Poisoncrafter
                    Last Requiem on Prexus

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                    • #85
                      I'm not a fan of the idea of bag dyeing, either bags or slots, because it would not make the game more enjoyable for me personally. But I'm definitely not opposed it.

                      However some folks have mentioned that the code already exists in game to accomplish this and that it would be a minor tweak. I think you are mistaken. While dyes to pieces (the fine plate dyes) and slots (prismatic dyes) are definitely in place, neither one of these affects what a player sees on their screen when in inventory or bank. The other dyes work because they modify a color value for a piece or slot that the game interprets when viewing a character model. Inventory/bank is something completely separate, unless I am completely missing the boat (which is definitely possible).

                      For dyed bags, you would have to fundamentally change the inventory icon of each possible container for every color you would want. That's a lot of icon overhead.

                      Again, the idea isn't bad...I just think you are a lot farther from seeing this happen than you might have thought.

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

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                      • #86
                        Originally posted by Brickhaus
                        For dyed bags, you would have to fundamentally change the inventory icon of each possible container for every color you would want. That's a lot of icon overhead.
                        One compromise might be to do it just for Handmade Backpacks. Anyone can make them with only moderate skill and the ingredients are very widely available. It would give people a reason to support up-and-coming tailors instead of toolbox vendors. The only disadvantage I see is that handmade backpacks can't hold giant things. But no tradeskill bags that are widely available can do that.

                        I'd also recommend the fine plate dyes for the dyes. They give a wide array of color choices out of existing items (easier = more likely to happen) and leave control of it all firmly in tradeskillers' hands.
                        Retiree of EQ Traders...
                        Venerable Heyokah Verdandi Snowblood
                        Barbarian Prophet & Hierophant of Cabilis
                        Journeyman Artisan & Blessed of Brell
                        EQ Players Profile ~ Magelo Profile


                        Smith Dandi wipes her sooty hands on her apron and smiles at you.

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                        • #87
                          Another possibility, rather than changing the icons, is to tint the background of the slot. I don't know if it's possible to carry the slot tint around when you move a bag from one slot to another, but it may be easier to code.
                          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

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                          • #88
                            Originally posted by Mannwin Woobie
                            As a matter of fact, I HAVE a level 60 enchanter.

                            I have already taken JC to 250 on two toons. Both of these before JCM even existed. I did it on an alt, before we could take more than one above 200 with AA. Then I did it again on my main, with the AA's. JC was not, and IS NOT, a class-restricted skill. If it was, I would have done it on my chanter to begin with.

                            You want to make it Enchanter-only? Then I want all my JC skillups to transfer to my enchanter automatically. I have to skill up a THIRD time to get JCM because the Devs screwed up and gave a class ability to a non-class-specific skill? And you can tell me how THAT is fair.

                            i personally don't see what the big stink is. JC is primarily designed for enchanters BECAUSE they can enchant everything that needs to be used in it. metals, gems, clay, etc....if only one class can make the items needed then i don't see why they can't master it since they are the ones who are basically needed for the skill. granted i could understand if there would be a fletching master for jsut rangers since that is their forte but i'm not too concerned about it. that's like complaining that bst can do alchemy because of being half shammy like bards can do poison being half rogue. /shrug

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                            • #89
                              JCM for Enchanters Bitterness.

                              Folks, this issue is a Dead Horse. Beating it any more won't help.

                              As it stand, SoE has already said JCM is an enchanter skill. It's been that way since 2002, and isn't likely to change anytime soon. Arguing and getting all bent out of shape here is only going to get those posts removed.

                              Take a deep breath, let it out slowly, and let this issue stay dead.

                              We now return you to your regular discussion of the other points on the Top 10 List.
                              Lothay retired from EQ in 2003
                              EQ Traders - Moderator - MySpace or LiveJournal

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                              • #90
                                Originally posted by Nolrog
                                1) Velium weapon to Velium ore conversions
                                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.
                                Brought up fan faire April of 2004. Issue going on 10 months.

                                I posted on sony's forums on this. Took 4 hours, possibly less, to gather all info, gather all components, make all recieps, verify all prices... as a normal player. Should not take any more than that for sony to finish this project.

                                This will assist all tailors who are seeking to gain skill, somewhat helping in the higher end, all race progress.. as the velium will be slightly easier to get.

                                Velium is not as common as some peopel have said, and gathering it is a source of conflict between lower levels gaining exerpience, and higher levels farming greens for components. This should be implemented. There is no macro exploit possible for this.


                                Originally posted by Nolrog
                                2) Bag tokens
                                Brought up fan faire April of 2004. Issue going on 10 months.


                                Originally posted by Nolrog
                                3) Rotating stock on vendors
                                Brought up fan faire April of 2004. Issue going on 10 months.

                                Originally posted by Nolrog
                                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.
                                Brought up fan faire April of 2004. Issue going on 10 months.

                                Originally posted by Nolrog
                                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.
                                Finishing content that's already in game, that people have paid money to have, should be THE major concern of all EQ.


                                Originally posted by Nolrog
                                6) Spiderling silk drop rate review
                                Fixed. Drop rates in all zones i've checked are up.

                                Originally posted by Nolrog
                                7) Tradeskill Super-trophies
                                Brought up at the september 2003 fan faire. Issue going on .. well.. forever...

                                Originally posted by Nolrog
                                8) Expanding Jewelcrafting Mastery to other skills and classes
                                Apperantly done, and dead.... or dead and done, hard to tell.


                                Originally posted by Nolrog
                                9) Portable or multi-user tradeskill containers
                                Useful idea. While most zones don't have the containers to support more than a couple tradeskillers, some zones are heavily used for skills.. and, some zones are the only ones where certain combines can be made (think: PoKnowledge, for PoP combines).

                                Additional to that, running skillup batches can take hours on end, which further limits the supportability of tradeskills in certain zones. This can be a cause for tension between someone needign a combine or two done, and someone skilling up that basically ignores requests for a moment with the container. Anything that lowers potentul conflict between players should be considered a good thing.


                                Originally posted by Nolrog
                                10) Disparity in component requirements between Plate and Chain/Leather for PoP armors
                                Done. Now elemental guilds have another source of items to bleed non-elemental, non-oow/god level players of their plat.

                                Originally posted by Nolrog
                                11) Cultural armor review
                                Been an issue forever. Several threads have been compiled that show the exact deficits for race/class/god armors in game. The work's done, basically has been for quite sometime. Someone at sony simply needs to enter these pieces into the database.

                                From the september 2003 fan faire:
                                > They are looking to round out all the recipe items, giving each race some cultural recipes. Gnome tailoring was mentioned twice.

                                16 months and counting... and yeh, it was mentioned well before that fan faire.

                                Originally posted by Nolrog
                                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?
                                OoW didn't address this. A simple solution would be to re-adjust the trivials for veliuos leathers, or add a leather version of the "robes, with possibly some trinkets added for the races that silk/leather wouldn't cover.

                                Originally posted by Nolrog
                                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.
                                Alchemy mastery appears to be working. Our guilds aug maker (shaman ilk) has had success rates making them at the levels they should given the aa. We don't employ a poison maker for this though, so no info there.


                                Originally posted by Nolrog
                                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.
                                Yes, similar to the one above. I'll direct you also to concerns voiced at the fan faire of September 2003:

                                > They will look at the higher end recipes. They did not realize that many of the higher end recipes required access to the upper end zones. 16 months and counting.

                                Personally, i see the biggest issue with tradeskills as being the seriously exagerated times taken to address issues. Yes, some things take a little time. Simple things should not take years and years.

                                This is not just a tradeskill issue, but one with the entire game, but within tradeskills we can see the problem because of reports from previous fan faires very easily.


                                sienna is deffinately not a good color to use
                                Last edited by Moraganth; 01-27-2005, 06:08 AM.

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