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  • #16
    Originally posted by Kakg
    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.
    I think this is a great idea.

    The retentiveness in me is forcing me to point out (sorry) that in EQ2, the tradeskilling system is completely different. You level up just like any other class, but instead of getting XP for killing something, you get XP for crafting items. You learn the recipes by purchasing the recipe books. You gain the extra XP when you make your first pristine of each item (there are 4 qualities of the combines, from crude to pristine.)




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    • #17
      I read over Absor's stickied post and I just wanted to say that I think this is a great idea. I have always wondered why stuff like the reinforced acrylia armor has worse stats than the studded armor, when the reinforced is a higher trivial. It always seemed kind of backwards to me. It's nice to see that these issues are being given attention. I think that once it is finished, the tradeskill overhaul will be good and will help tradeskills make more sense.
      ~~~~~~~~~~
      Pulvani
      Lvl 70 Druid
      Tradeskiller at large
      Solusek Ro
      ~~~~~~~~~~

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      • #18
        I'll skill up asap on smithing. Just hope I have time to do that this week or next.

        Fletching can't skill up any more, lack of path to skill up from 284 and it can't possibly get harder in the future... can it? So waiting on "min chance to skill up" to go into effect before I try to skill up on EP bows.

        Tailoring I'm sitting on huge stockpiles of stuff that's now trivial. Kinda waiting for them to change trivials back for a month before I skill up on that. Either that or wait until after "min chance to skill up" goes into effect then skill up on rare stuff.

        -Bolas
        Buy My Stuff!

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        • #19
          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.
          Am I the only one that sees a problem with this? I hate to be negative, but don't raiders already have huge advantages? Who do you think has first, and almost exclusive, access to these "hard-to-find" components? It sure isn't me, or many of the tradeskill community who aren't in raid heavy guilds. I can only imagine the bazaar prices for PoP and later components if it is known they increase skill-up chance.

          If you all think I'm making too much of it I'll stop, I just think it's one of those ideas that looks great on paper, but causes rifts when implemented...
          Dyllwin Dalewalker
          94th Heirophant of Karana
          Master Artisan, Member of the 2100 club!
          Tailoring 300 - Fletching 300
          Jewelry 300 - Smithing 300
          Brewing 300 - Baking 300
          Pottery 300

          Alts:
          Pattes Tinkering 300 - Research 300
          Krakkn Abakkn Alchemy 300
          Nimblefoot Dalewalker
          Baking 250
          Soluss Monachus Brewing 296
          Ripima Smithing 266


          Cazic-Thule Server




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          • #20
            i ahve toa gree with dyllwin......there needs to be something for the nonraiding tradeskiller. i personally have only broke 20k a couple times and i'm at 57. i can't jsut go to PoP and farm anything i need. i'm not flagged and its impossible to get a raid together to do it. spending 100k+ to get 50 points in one trade means i'll never hit 1750 club, let alone 2100. the opnly thing i can think of would be to make store bought junk to make recipes but have the the resell be at jsut under cost or ahve the stats be really terrible except for twinks or noobies. there ahs to be something for those of us that don't ahve much time to play or a large ubah guild. can anyone think of something?

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            • #21
              Not necessarily, what "rare" components are raid material only? The only ones that "might" qualify are stuff from Plane of Air since no one groups there. All the stuff in OOW is gotten by groups, as is almost all PoP stuff nowadays.

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              • #22
                Not necessarily, what "rare" components are raid material only? The only ones that "might" qualify are stuff from Plane of Air since no one groups there. All the stuff in OOW is gotten by groups, as is almost all PoP stuff nowadays.
                You need to raid quite extensively to get flagged so you can group in pop so that is very much a case of needing a raid, if not to get it at least to get access to it.

                As for don, while not needing a raid it does need a high lvl group, so a tradeskiller at say 60 is gonna have a much harder time than a trade skiller at 70, or a raid trade skiller.

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                • #23
                  You need to raid quite extensively to get flagged so you can group in pop so that is very much a case of needing a raid, if not to get it at least to get access to it.
                  I got a majority of flags from other guilds doing them who didn't care if I were there or not. None of my flags have come from my guild that I've been in for quite some time. Furthermore, we don't know what will qualify as a "rare" combine, so it may or may not be elemental stuff even.

                  As for the lower level tradeskiller, unfortunately that's just the way it is. I know it sucks, but there's always going to be someone who will fall through the cracks. I hope that perhaps they scale it so people of lesser levels doing say elemental combines will skillup more than someone at say 70, but who knows. Most of the good and rare combines nowadays can't even be used by a level 60, so I do expect this to affect 65+ characters more than anyone else. When it comes to raiding guilds, most raiding guilds have a specific tradeskiller. Anything that drops on the raid goes into the guild bank, so at best, probably only one person benefits from this, not an entire guild.

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                  • #24
                    How about implement a system that isn't expensive or too time consuming. I'm a dwarvern cleric: i can't forage, i can't solo, and I sure can't afford to buy components from the bazaar.

                    I'm sorry, but farming greens for 5 hours to get a stack of combines is worthless.

                    I read somewhere that some of your devs have been tinknering with WoW...well take a good look at their tradeskills!

                    I finally have all my trade skills in the 190s (only brewing at 250), to justify spending AAs on them and you are going to make it even tougher past there.

                    Speaking of brewing...could we possibly include recipes that don't require foraging. I am sick of making Kaladim Consitutionals.

                    DoN has so many foraged items its insane to try an collect any measurable quantity.

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                    • #25
                      /sigh

                      So if I'm reading this all correctly anyone over 190 skill already went through the toughest part of skilling up but if they are between 250 and 300 still they are gonna make it 20% tougher to finish it up? Why in the world after 6 years of the old system would they change it that way? I mean how many people are at 0 skill after 6 years and thinking after the next patch "Hey, why not start trade skilling, I hear its 15% easier." ?!??!?!?! Maybe I am not understanding all this, but aren't these changes gonna make it harder for a large majority of the trade skillers out there? Many people I know either have never touched trade skills (and never will) and the ones that are into them are already up in the 190+ ranges and now they are getting news that sony is gonna make it harder to finish. I am so lost by this thinking by sony, I could see using this thinking for a new game (like EQ2) where everyone starts at the same skill lvl (0) and it effects everyone equally, but to change the game 6 years in with people at various lvls might help some but penalizes others. How is that even close to fair?

                      Sorry for the rants, just really can't understand this

                      Wtpooh

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                      • #26
                        Originally posted by Nolrog
                        I think this is a great idea.

                        The retentiveness in me is forcing me to point out (sorry) that in EQ2, the tradeskilling system is completely different.
                        Yes I understand that the mechanisms are totally different but I think this is one feature that really shone in EQ2 and I would like to see brought back into EQL.

                        In EQL we now get a message that tells us that a recipe has been learned if we are successfull on a new recipe. If an such extra roll was keyed to that message then it should be possible to implement. The flag to make such a roll possible is already there in the game.

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                        • #27
                          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.
                          So they are changing the hard part of tradeskilling from roughly 160-190 (when there are quite a few skill-up options in most skills) to 250-300 (when there are much less skill up options in most skills)? My skill-up chances on rare combines had better be a heck of a lot higher to make up for that.

                          While making massive changes to tradeskilling fundamentals, how about looking at the excessive clicking annoyance? Having an additional option like a 'Mass Combine' button to do a stack at once, or even just 5 at once (similar to the mass enchant spells) would enormously reduce my finger/wrist/elbow strain and so increase my enjoyment of tradeskilling.

                          What I wear over my pink panties
                          Necrotalk.com

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                          • #28
                            =(

                            20% more combines to get from 250-300????
                            *Grabs her smithing hammer and empties her bank* guess I'm just going straight for 300 in all skills before I have to spend even more time and plat, not to mention the insane rate of farming stuff this is going to cause, and the bazaar prices on skill up components for the high end trivials will probably be going through the roof.....
                            Right now after the tailoring nerf, farming othmirs for 5 hours gets about me 1 tailoring skill up, ...53skill ups to go... so 265hours of killing green cons ahead of me (probably more like 300+ hours since the 295 triv takes the double amount of furs) and we're going to increase it with another 20%? not looking forward to spending 300+, let along 360+ real life hours to gain 53 skill ups to max out a single skill...

                            I'd love to carry the 2100tag around on my char but it seems to me in the same time that it will take me to get there after the next patch I could get my master title at the university instead of on EQ
                            Last edited by Dutchy; 03-20-2005, 11:02 PM.
                            Dutchy Blackrose < Midnite Council of the Black Rose >
                            Master Artisan x3 ~ Master Alchemist ~ Master Poison Maker ~ Master Researcher ~ Master Melee Researcher



                            • #29
                              While making massive changes to tradeskilling fundamentals, how about looking at the excessive clicking annoyance? Having an additional option like a 'Mass Combine' button to do a stack at once, or even just 5 at once (similar to the mass enchant spells) would enormously reduce my finger/wrist/elbow strain and so increase my enjoyment of tradeskilling.
                              If they did this, you'd have more people mad than there were at the tailoring nerf.

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                              • #30
                                I wouldn't have a problem with the shift of difficulty from the 160-190 range to the 250+ range, if they adjusted the skill level of those above 190 to put them where they would be "on average" in the new system.

                                Otherwise, my blacksmithing and tailoring days are over, given that my tailoring skill is 191 and the blacksmithing is 225. I will not go through skill up hell twice.
                                Ugene Carefulaxe, 68 Ranger (Fletch-151)
                                Hypp Notic, 67 Enchanter (JC-273, Smith-225)
                                Wolfbang, 67 Druid (Brew-174, Tailor-191, Smith-111)
                                Nowya Seeit, 63 Mage (Slacking -300)
                                Innoruuk Server

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