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  • RE: Absor's Post

    Originally posted by AbsorEQ
    Hello Tradeskillers!

    You've probably been hearing rumors and rumblings about some upcoming changes to the tradeskill system and you're probably curious as to what they might be.

    Well, you're in luck! We're planning on implementing the first portion of these changes with the next scheduled update, with the second and third portions to follow in future updates. Due to the nature of these changes, we want to explain them now, giving you time to prepare for them and discuss them within the community.

    NOTE: We use the word "average" in this discussion very frequently. There's a reason for that. We can only calculate the average rate at which a skill will increase. Any particular character will most likely experience deviation from that average.

    The mathematics used to determine the change to gain a skill increase with any given combine are rather complicated, and for those of you with the enormous brains needed to understand them, you can probably get formulas from Tanker at the next Fan Faire. For the purpose of this discussion we'll keep it more generalized. Currently the average number of combines needed to gain a skill increase does not progress at a smooth rate. The current system was built when the skill cap was 200, and therefore the most dramatic increase in the average number of combines needed to gain a skill point is between skill 160 and 190. Currently the average number of combines needed for a skill up more than quadruples between 160 and 190.

    That made sense back when the skill cap was 200. It doesn't now.

    We have created a new algorithm (some sort of mathemagical formula) which will effectively remove the harsh spike in combines required for a skill-up in the 160-190 range and spread out that progression across the entire range from 0 to 300. This change makes the progression a lot more logical, with a more reasonable increase in the average number of attempts per skill increase from 0 all the way up to 300.

    There are some side-effects associated with this change that we wanted to make you aware of, the largest of which being that it will decrease the over-all average number of combines needed to get a skill from 0 to 300 by about 15%. At the same time, however, it will increase the average number of skill-ups needed to go from 250 to 300 by about 20%. Basically, the average number of combines per skill-up needed from 160 to 190 was too high and those needed from 250 to 300 were too few. Smoothing out this skill increase progression required reducing the effort in some places and increasing it in others. The over-all effect of this change is a net reduction of about 15% in the average number of combines needed to reach 300, along with a smoother progression that should make the entire system feel more reasonable.

    We plan to make this change with the next update, so plan your tradeskilling accordingly. There are two other changes that we plan to implement in the near future, though they will not be going in the next update.

    In the near future (not this next update), we will be introducing a new feature to the tradeskill system that will allow us to add a new flag to some of the recipes that require more difficult to find items. We haven't given it a name yet, but this new flag will allow us to set a minimum chance to gain a skill increase on specific recipes. Basically, if we assign a minimum skill increase chance of 50% to a recipe, then there will be no less than a 50% chance of gaining a skill increase on that recipe. Keep in mind that there are other factors still involved that can supersede this, such as your primary stat and the success of the recipe, but it is close enough to use as a generalization. Using this new functionality, we can make it so that recipes with hard to find components can be useful for gaining skill increases, perhaps equally as useful in that regard as recipes that only use store-bought components.

    Initially, we will probably set the minimum skill increase change on a limited number of recipes, in order to evaluate them. From that point on we will continue to evaluate recipes to see if they should also have a minimum skill increase chance.

    The third change (also not happening with the next update) will be an extensive revision of the trivials for most recipes. We plan to evaluate the recipes for each tradeskill and change their trivials based on various factors, including the overall value of the final product and the time investment / difficulty to gain the items needed to make the product. We will use this information to create a reasonable progression for all recipes in available to each tradeskill.

    This is very likely to mean changes to the trivials for most or all of the recipes. It will likely mean that recipes that produce better items will have higher trivials. It will also probably mean that recipes with easy to obtain items will have lower trivials than those with harder to find items.

    We understand that this will probably stir things up for the folks that do tradeskills, but once the dust settles we believe that the system will be much more reasonable, rewarding, and much easier to work with, both for players and designers.

    This change will take us some to implement, as there are a lot of recipes to evaluate, so please be patient and keep an eye open on Test, since that's where the changes will show up first.

    So, in summary, there are three large changes coming to tradeskills:

    1. Smoothing out the increase in the average number of attempts needed to produce a skill increase (coming with the next update).
    2. Introducing a per-recipe minimum chance to gain a skill increase based on the effort and time required to get the components of the recipe (also coming in an update soon, but not the next one).
    3. Changes to the trivials on many recipes in order to make the skill up and reward path more logical (coming in an update soon, but not the next one).

    We know this is a lot to change, but we think it will make the whole system more logical and rewarding.
    OK, this makes sense. Now, since you've admitted the tailoring Adjustments were a mistake how about reversing them until they were meant to be adjusted?

    We play this game for enjoyment. Finding out that 1000's of man hours are wasted is just plain wrong. Do the right thing and gain some positive PR. EQ sure needs it, especially now.
    Master Artisan Kahmon
    100 Iksar ShadowKnight on Veeshan(Luclin)
    First ShadowKnight in the 1750 Club - 9:40pm PST 9/18/03
    First ShadowKnight in the 2100 Club - 10:50pm PST 2/15/06
    Probably First Shadow Knight to Club 49 - 8:55pm PST 8/25/07
    Kahzbot - 97 Gnome Enchanter - Tinkering (300), Research(300)
    Kroger - 98 Rogue - Poison Making (300), Research (needs work)
    Shazbon - 96 Shaman - Alchemy (300)

  • #2
    Same goes for fletching and to be honest- seeing the skillup path for shamans they might not make 300 in time for avoiding the additional 20% combines in the path to 300 due to the smoothing out of the formula.

    Might be time to recalculate skilllevels before patch comparable to the xp recalculation when xp was smoothed out fo r the hell levels.

    Comment


    • #3
      Please UN DO the changes to tailoring trivial levels next patch and then re-do them at the same time that you recalculate all trivial levels in a future update.

      -Bolas
      Buy My Stuff!

      Comment


      • #4
        One thing I noticed that wasn't mention was implementation of new recipes for tailoring to fill the gap between 250 and 300. Looks like it's still gonna suck.

        Comment


        • #5
          It may not be new recipes, but there's an implication there that some existing recipes will have their trivials raised.
          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


          • #6
            two things:

            1) they need to reverse the early implementation of the tailoring triv changes (which from absors own mouth were nto due till the patch after next, not 2 patches ago which is when they did go live

            2) changing the average skillup progression needs more thought on its implementation.
            Those who have just gone through the 160-190 hard part will now have a harder time due to also havign the slower 200-300 part when its smoothed out. Meaning 0-300 for them will be more than 0-300 for anyone before the change AND 0-300 by anyone after the change!
            When its smoothed out it needs applying to peoples trade skills as well.

            Comment


            • #7
              Overall, I think the changes will be positive, especially the "Minimum Chance of skillup" setting. I won't feel so obliged to hold on to rare components until I max out my skill at 300, if I know that I can make the attempt and get a greater chance at a skill up as well as the chance to succeed on making the item.

              Don't go overboard on the "Maximum chance of skillup" settings though Absor, because the RNG already smacks tradeskillers around, so giving the RNG any additional advantages against us is just no fair


              And please do consider undoing the Tailoring trivial changes and implement them only with the rest of the changes. Because with usually a month between regular patches, it would pobably be at least may before the trivial changes would take effect, and that would be a very kind thing to do for the folkd sitting on stockpiles that they cant use because they are already past 252.

              Finally, Spell Research recipes top out at 227, take a look at those and add some PoP and GoD spell recipes, will ya?


              _____________________________


              OK Folks, you have your warning, skill up now if you have lots of stockpiled materials, and you think your skillup recipe might change.
              Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
              Silky Moderator Lady
              Beneath the silk, lies a will of steel.

              Comment


              • #8
                Currently, the progression of tailoring, alchemy and (non-Elven) fletching is so difficult that it may as well be non-existent. When they readjust the trivials and add the min_chance_to_skillup flag, I hope they take that into consideration and make amends. Even with the min_chance_to_skillup flag, if the recipes that are reassigned trivials to post 250 require elementals drops, bazu bones or scarce foraged items (to name a few), we are still screwed. When pottery is updated, we will likely come upon hard times as well. There are, I am certain, even more pitfalls, but these are the ones that come quickly to mind.

                A perhaps fitting little anecdote would be: The cruel tyrant hears of an old lady who prays for his well-being every day. The tyrant is intrigued by the woman's actions, because he is well aware of the fact that he is an evil ruler. He summons her to his palace and asks her to explain. She states that the tyrant preceeding him wasn't as cruel as he is, and that the tyrant before his predecessor was even less mean. She would rather he live than be under the grip of a possibly harsher despot.

                Bottom line: While the tradeskill system in its current form may be far from perfect, we are acclimated. We have learned how to adjust and overcome. Positive, non-intrusive and not all encompassing change is always appreciated (e.g. adding recipes to fill in progression (alchemy, fletching *hint*), adding containers to the list the bag lady will tokenize, increasing / decreasing certain drop rates). As you most certainly thread with caution already, I advise even more caution. Please, don't throw tradeskilling from the frying pan into the fire.
                Master Alchemist, Baker, Brewer, Jeweler, Potter, Barbarian Smith and Tailor, and Tinker; Expert Fletcher, Researcher and Gnome Tailor; Journeyman Fisher -- Irrevocably-retired from EQ.

                Comment


                • #9
                  I'm interested by the concept of an extra chance to get a skillup on items with rare components. But I also think that idea could be taken further.

                  In EQ2 everytime you succeed in learning a new item you get extra tradeskill XP. I'd like the same idea to be brought into EQL in a slightly modified way. How about an extra skillup roll triggered by a new recipe being learned in your container? It wouldn't have to be a high chance, 5% or so, but it would encourage everyone to try out different recipes instead of just concentrating on one item and grinding.

                  Comment


                  • #10
                    "At the same time, however, it will increase the average number of skill-ups needed to go from 250 to 300 by about 20%."

                    Is it just me or does this line make NO SENSE WHATSOEVER?!?!?

                    It takes 50 skill ups to go from 250 to 300. If you increase that by 20%, then youll be gettin 60 skillups and get to 310.

                    ....

                    Um...

                    /head explodes

                    Oh, and as commentary, the whole thing sounds like most of the EQ devs play Worlds of Warcraft in their spare time and theyre slowly turning EQ tradeskills into how they do it in WoW.
                    Splunge the Insane - Former Test Server Inmate
                    Splunge (Reborn) - Hunter of Lightbringer

                    Comment


                    • #11
                      so he made a gramatical mistake

                      He of course MEANT to say "combines"
                      Ngreth Thergn

                      Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                      Grandmaster Smith 250
                      Master Tailor 200
                      Ogres not dumb - we not lose entire city to froggies

                      Comment


                      • #12
                        well.. now the question is do We go ahead and proceed with the more difficult tradeskills (alchemy being my arch-enemy atm) or wait till this patch, where perhalps Mystical Aptitude could have it's trivial increased? Cause it's a very bumpy road after that.

                        Comment


                        • #13
                          We've had two patches since the dreaded Tailoring nerf, and I don't think we're going to be getting it reverted. I think if we did all that would happen would be the same folks getting angry again because they had just sold all their tailoring skillup material. It affected me too, but I'm learning to adapt. There are still relatively easy and viable ways to skillup, just no one is using them. Sure it sucks using 4 pelts a combine, but that's life. (And I want 2100) If anything we've been given a gift in sacrificing one tradeskill for the benefit of knowing the others will be getting nerfed too.

                          Tnexus

                          Comment


                          • #14
                            Dunno about the rest of the skills but as a wood elf fletching is getting done ASAP

                            Comment


                            • #15
                              my 2cp

                              There are two *extreme* cases of players who trade-skill. Those who will always do it for enjoyment *unless* they are given enough disincentives and those who will only do trade-skills if given enough incentive. Most trade-skillers will have a bit of both in them in varying proportions. There seems to me to be no point in Sony providing trade-skill quests or items that push people who hate trade-skills into doing them. They'd be much happier if the item in question just dropped off a tough mob somewhere. For those of us more towards the other extreme we don't need much incentive, we just don't need *disincentives*. (Also driving people who don't like trade-skills into it because of the gear means they steal OUR supplies lol.) Where I fit on the scale is I need very little incentive to trade-skill, I just want the stuff I make to be ok for the level of skill required. However at the same time certain kinds of disincentives put me off a lot. The biggest disincentive of all was of course the old UI, getting rid of which deserves endless praise.

                              Anyway I thought I'd mention a couple of my personal disincentives as relates to the post re: trivial progression and the new recipe flag. Both sound like great ideas btw.

                              1) It is fairly minor and it may be just me but merchant resale bugs me. I don't want to plat farm with trade skills but I think a success should show a profit *even* if it is one silver. I've always had to grit my teeth through pottery because it seemed so dumb to destroy what you made because firing it made a big loss. Firing should have a higher triv at least because for me destroying what I succeed at straight after making it is annoying. The recipe flag mentioned could be used for that too. Recipes that require mob drops could have a slightly higher resale e.g 2 silver. It would have to be small to prevent people making a fortune sitting in front of a merchant. Items made with rare drops could be worth more. I have no idea how difficult this would be to implement though.

                              2) A second disincentive relates to variety. At certain times in certain trade skills you spend a lot of time doing one thing e.g farming supples for tailoring. Smoothing out the trivial list so a player spends less time just killing spiders or whatever before they move on to the next mob is a good thing because of this e.g instead of one triv being 10 points and the next 20 points make them both 15. However I'd also like to see more alternate paths at at least some of the same triv levels. So for example a chanter tailor at one triv level is running around in a big zone looking for wandering mobs and wishing they had track while at another triv level a druid is looking at a room full of mobs wishing harmony worked in dungeons. Apart from the class aspects just having two alternatives for the same triv level would ease the pain a bit because if bored of one zone getting one type of drop you could try the alternative for a while. A second bit of variety I'd like is with fletching (which is pretty much ok at the lower skill levels) but a bit boring. Some old world fetching recipes for turning mob drops into magic arrow heads e.g cockatrice beaks or longer range fletchs from some feathers. They don't have to produce uber stuff, one damage magic arrow heads would be fine but it would be a change from merchant stuff plus when I've started a ranger from scratch they've never had the plat to skill up to silver arrows by the time they meet mobs that need magic arrows. Recipes like that would be a good choice imo for the higher skill up recipe flag.

                              nb: A lot of trade-skillers secretly want trade-skills to be a *bit* painful otherwise there is no satisfaction at the end, just not too much. Impossible to quantify however.

                              The third thing I thought of today should probably go on the wish list thread so I'll end here.

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