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  • Problems left unsolved

    Still havent been able to find anything related to creating unique slot 12 items (aside from the OoW augs that were made into 12), or uses for the 4 variations of red clay (same levels as the vellum and on smither merchants throughout Norrath), or how the DoN augments can be used in tradeskills themselves since marked as a tradeskill item.

    Worst part is, with all the tradeskill blunders lately, I'm leaning more toward all of this being broke than actually being doable or having tangible value.

  • #2
    Perhaps we're only meant to be able to put a small set of augs into the type 12 slots, at least for now. Who said we should be able to make as many type 12s as 7 and 8s? And perhaps the red clay was just tossed on there while they were at it, with plans for some future use? Lots of things in game have no known uses. That's been the case from Day 1. Some of those just got uses with DoN, like small mammoth tusks.

    I have no idea on why the DoN augments say they can be used in tradeskills, except that it might be a mistake. But that would be a relatively harmless one, wouldn't it?

    Mysteries do not necessarily mean blunders. They may mean things that are still developing.
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    • #3
      There are plenty of Augs which can go in any slot type as well
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      • #4
        Originally posted by Verdandi
        I have no idea on why the DoN augments say they can be used in tradeskills, except that it might be a mistake. But that would be a relatively harmless one, wouldn't it?

        Mysteries do not necessarily mean blunders. They may mean things that are still developing.
        Harm... Harm is saying something is yet it is not. When I go to experiment, either I can be thinking to myself the system works 100% and I will find the recipe eventually, or the system does not work, recipes are broke or half implemented, and my time will be a complete waste. Perhaps you enjoy banging your head against a wall trying to solve the unsolvable... I do not.

        It boils down to the credibility of the system. Half implementing things, broken recipes, and long lost unexplained items with no apparent recipe all break down the trustworthiness of the system.

        How one can not see harm in that to the tradeskilling community boggles me.

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        • #5
          Your level of expectation seems to be too high. Game developers are human, just like the rest of us. SOE operates as a business, with a budget, just like we all do at home. Nothing is executed flawlessly, mistakes happen. There are only so many resources to allocate to fixing things.

          Having an item erroneously marked tradeskills is pretty harmless. Yes, someone might spend some time trying to combine it with stuff, and yes that time will be wasted. In the grand scheme of things, this is a minor blip.

          Boleslav

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          • #6
            The augments say they can be used in tradeskills because they are used in other recipes.

            Each of the augments can be refined and / or processed and / or added onto to produce an even better result, which is a recipe in and of itself. That's why they're flagged as a tradeskill item.

            -- Maddoc
            Maddoc the Wayfarer
            Assistant Lead Designer
            EverQuest Live & Expansions

            "Bristle.Tornt: How do I make metal bits?"

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            • #7
              Originally posted by Maddoc-the-Wayfarer
              The augments say they can be used in tradeskills because they are used in other recipes.

              Each of the augments can be refined and / or processed and / or added onto to produce an even better result, which is a recipe in and of itself. That's why they're flagged as a tradeskill item.

              -- Maddoc
              WOOT, let's get cracking. Find those recipes =)


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              • #8
                Actually...

                I misread the original post (too many acronyms, argh!), the Omens augments can be refined and / or processed and / or added onto to produce an even better result, which is a recipe in and of itself. That's why they're flagged as a tradeskill item.

                The Dragons augments don't get any better than the one you make, so there's probably no reason for them to be flagged as a tradeskill-item. I'll double-check that.

                -- Maddoc
                Maddoc the Wayfarer
                Assistant Lead Designer
                EverQuest Live & Expansions

                "Bristle.Tornt: How do I make metal bits?"

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                • #9
                  Originally posted by Maddoc-the-Wayfarer
                  Actually...

                  I misread the original post (too many acronyms, argh!), the Omens augments can be refined and / or processed and / or added onto to produce an even better result, which is a recipe in and of itself. That's why they're flagged as a tradeskill item.

                  The Dragons augments don't get any better than the one you make, so there's probably no reason for them to be flagged as a tradeskill-item. I'll double-check that.

                  -- Maddoc

                  Don't the augs need to be flagged as tradeskill so that they can be inserted into other items (ie. inserted into armour and such?) Just curious as to whether this is where the misconception is happening or not.

                  Calrain Wolfpacer

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                  • #10
                    Originally posted by Calrain
                    Don't the augs need to be flagged as tradeskill so that they can be inserted into other items (ie. inserted into armour and such?) Just curious as to whether this is where the misconception is happening or not.

                    Calrain Wolfpacer
                    No. The term augment already means that. If they are flagged as a tradeskill item, that means that there is a recipe out there somewhere that uses this item.




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