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Fan Faire Prep, Oct. 2004

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  • #46
    There is a certain irony in the fact that, what, 75pct of the pelts on old world Norrath will make poison vials... and poison vials are vendor sold. Yet of all the LQ pelts, only three make Leather Padding.

    Of course, if they were to change it so random LQ pelts (coyote, polar bear, I dunno) were to make LPs.... I'd hope they'd make them combinable with shadeling silk. Otherwise, well, /shudder.

    -- Sanna
    Mistress Tinkbang Tankboom - Ak'Anon, Tarew Marr
    Gneehugging Chantaranga of the 66th Mez Break - AA:59
    Assisted by Nakigoe Sennamida, Druidess of 65 Foraged Steamfont Springwaters - AA:8
    Quartic, Darkie Wizzy of 52 Self-Snares - Best Crit: 1680.
    [BK-210 // BR-250 // BS-203 // FL-200 // JC-240 // PT-200 // TL-200 ]---[ TK-179 // RS-182 // FS-165 ]-- Points: 1503/1750 -- Shawl: EIGHT and wearing it ^_^.
    Icon by Kenshingentatsu

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    • #47
      Research needs a tradeskill trophy.

      (And yes, I know people can use training points+plat to raise the skill, but so can Rogues and they got a Poison Making Trophy)

      My suggestion:

      Grandmaster Spellcrafter's Grimoire
      LORE ITEM NO DROP
      Slot: PRIMARY,SECONDARY,RANGE,AMMO
      Skill Mod: Spell Research +5%
      Effect: Spellcrafter's Grimoire (Cast Time 10.0)
      STR: +10 CHA: +50 WIS: +10 INT: +10
      WT: 0.1 Size: SMALL
      Class: Enchanter Magician Necomancer Wizard
      Race: ALL

      Recipe: Artisan's seal + quill + parchment, to be combined in one of: Phantasmal Tome, Arch Magus Grimoire, Warlock's Book of Binding, Sorcerer's Lexicon

      Spellcrafter's Grimoire
      (universal container that any of the 4 INT classes can use for all spell research recipes)
      Container: CLOSED.
      LORE ITEM NO DROP
      WT: 2.0 Weight Reduction: 0%
      Capacity: 10 Size Capacity: LARGE

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~

      Also, whatever happened to the "Tool Belt" idea, ie: similar to keys on a keyring, having a tool belt that would store all those baking utensils, smithing implements, tailoring shears and needles, various cultural tools and kits, etc

      It's that or give us more bank space, say 4 more slots where we can stick tailoring and fletching kits, and inside those we can store tradeskilling tools ONLY.
      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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      • #48
        velium conversions
        On the same line as the velium conversions, why aren't ALL clay and all ores stackable? I can understand the RPG perspective but having brick of __ stackable and small brick of __ not is just inconsistent. Make 'em all stack, it'll made tradeskillers AND bazaar people so much happier.

        Of course, if they were to change it so random LQ pelts (coyote, polar bear, I dunno) were to make LPs.... I'd hope they'd make them combinable with shadeling silk. Otherwise, well, /shudder.
        Great ideas in general!! All kinds of useless pelts floating around Norrath... why not have a bunch of the otherwise-nothing-but-cash ones be made useable? And it would make great sense to have all leather padding combines work regardless if it's spiderling or shadling silk being combined with the pelt. Would like to see some of the foraged silks (ie dusty silks from POD/COD) be usable for things like bandages, silk thread, silk swatch, etc as well.

        I would like to add that the drop of Putrescent Blood be increased to other mobs in the zone (Torment) besides the two events (and it's rare in those events), getting this blood is impossible, I dont even know anyone who actually has the spell, it is silly impossible to get.
        My long-standing angsts re: POP tradeskills:

        I paid a ton for the blood to make my spell, and I have only been able to use the spell ... twice. Ever. In 2 years. Cannot fathom why this blood is not more available throughout the zone (which isn't a popular zone anyway). Along that same line of thought, the Necklace Of Biting Insanity needs a serious tweak, especially when considering how rare the components are; current stats are: neck, magic, AC2, HP50 mana50 end50 SvF/D/C/P+4. /boggle... you can get better for free with the Planes quest, or the Iron Amulet Of Unseen Horrors is much easier to get parts for and it's same slot, AC10, Dex+5 Int+10, mana+75, SvM+25.

        Items that are still really rare in POP: stormwatcher stone, liqufied earth, shattered crystal, oil of a frog, solidified magma, putrescent blood, obsidianwood sap, alabaster beak, ivory stormrider canine, shimmering fish scales. Guessing it's to keep high-end items from flooding the market, but since many of the focii that these items bear are available as LDON augments, and several of these components are used in multiple tradeskills, is there any reason to keep the compoents still so rare?

        In regards to tradeskill items: Any tradeskill items that come ONLY from raidable events (ie. putrescent blood, fiend gut string, etc) are a bad choice of itemization and means that the main people who are going to make money off these items are people who are in raid guilds. People who are not in raid guilds will have to pay through the nose in the bazaar to get their hands on the same items. This is imbalancing to the trade market because it means that only those players who are able to handle a given event can make the items at a reasonable cost and thus lock down and control the market for those items.

        Portable containers
        Supposedly it's unrealistic from an RPG point of view to carry around a still, forge, etc. But in medieval times, there were travelling tradesmen who would pack up the tools of their trade and journey from town to town. I can't imagine carrying a forge is any less realistic than a single character being able to lug around 8 packpacks full of various things.

        Some tradeskill containers in game which are portable include the Blackburrow brew barrel, the brew barrel for Aid Grimel, and the forge for the Tranquility armor quests. Time for the gnomes to start a-tinkerin' up some new recipes....


        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.
        Well, the short-term wish is primarily: please make cultural armors wearable by all dieties of a given race; currently the only race that can imbue for more than one diety is Humans with plate armor. This doesn't seem particularly difficult, more like a cut-and-paste-and-tweak thing - ie copy all Blessed Mithril or Artkeeper's listings, add a set for Mithaniel Marr-imbued (diamonds), E. Marr (star rose quartz), etc.

        Tweaking stats can come later... there is not as much demand these days for cultural thanks to the advent of the likes of planar and magnetic armors. I think it might be nice to see the "recommended" level drop to maybe 39-40ish to give a little more demand other than using them for tribute.

        An additional suggestion to refresh the market for cultural armor would be to add a secondary or even a third augment slots (type 2, 3, 4, 5, 6) on to them, thus giving a longer shelf life and more personalization value to the purchaser.

        On a side note: why do cultural BPs give less tribute value than legs? It would seem like the opposite would be true. And why are cultural robes not on equal tribute values based on the trivial of the robe (212, 222, 232, 242, 252, 262) - instead of some races robes being higher value than others? (ie. I can turn in gnome or DE level 262 trivial robes for more tribute than my own high elf 262 trivial robe)

        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.
        The cultural robes have been GREAT to fill the middle gap ... if you're a human, high elf, gnome, dark elf, iksar or Erudite.

        Why not expand which races can learn to make which robes? Or add a series of robes that are wearable by a wider variety of classes (so for those non-INT classes who really really want a robe look can have them). Would solve that gap thing in a big hurry:

        Human robes - add barbarians, half elves
        High elves - add wood elves, frogloks
        Gnomes - add dwarves, halflings
        Dark elves - add ogres, trolls
        Erudites - add Vah Shir
        Iksar - add Vah Shir

        The important thing to remember about "cultural" is that "cultural" should NOT have to equal "diety-based." After all, those classes with cultural can make non-imbued versions of their armors ... and yet the Vah Shir and frogloks, who both clearly have thriving cultures, have yet to be able to fashion race-specific armors? As for the Vah Shir having imbued versions of armor... why not have armor such as the barbarians do, but instead of diety-imbues, have instead where the Vah Shir shaman can imbue some stone from Luclin (ie Luclinite) with the "spirit of Shar Vahl" - a la the lines of enchanters summoning mana?

        Meryddian's Library | Forged Souls | Expert Artisan of Marr

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        • #49
          I want Maker's marks.

          We need maker's marks.

          The argument to database size can no longer hold water. Any item reimbursement conversation with a CSR shows that Sony is saving the item movement history for every single action on every single character for long periods of time. This -dwarfs- the requirement for storing 'who made this item' for the relatively small number of created tradeskill items.

          Since the item movement data is there it would be nifty to see previous owner of tradeskill items too. That's a bit much to ask, though. I just want to see my name as the maker in lights.
          Last edited by thrashette; 10-14-2004, 04:16 PM.

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          • #50
            OK, updated again. Let me know what y'all think.
            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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            • #51
              OK, final update is up. Reformatting this a bit, then sending it in to the devs.
              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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              • #52
                i think the "Makers Mark" is a super idea and something ive longed to see in EQ.
                Wyloc Wormwood
                70th level Freelance Assassin
                Terris Thule

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                • #53
                  Ghoul of Takish-Hiz (looks like I'm too late)

                  "Ghoul of Takish-Hiz spawn rate and drop rate for Spiritual Anchor.
                  The Ghoul is an insanely rare spawn, and almost impossible for a non-tracker to catch without using tools-that-shall-not-be-mentioned. In addition, even when he does spawn and is caught, his drop is way too rare. One person suggests that the Anchor drop rate should be no worse than 1 in 3 kills, and preferably better than that"

                  I would add that in addition to the rarity of the mob and drop, the Anchor is used in a combine that can fail, which compounds the problem.

                  I read a post here that someone recenlty found him twice and got the Anchor twice ..well.../rude ! J/K, too bad I haven't had that luck over the last week.
                  What day is it anyway?

                  Fesc - Necro - Fennin Ro Server

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