Announcement

Collapse
No announcement yet.

RE: Absor's Post

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    mixed feelings (and note re pottery resale values)

    Originally posted by Cuva
    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.
    Pottery is an odd case because of the two-step process. At one point SOE looked at all recipes and made sure none of the results sold back for more than the ingredients. That was presumably to prevent any exploits. Sure, as you say, they could leave a profit of 1sp, but big deal; if I could sell back for a net loss of 1sp for a successful combine, I'd be ecstatic. The problem is, with pottery, they independently decided that an unfired item has almost no value. (I once found some unfired Opal Encrusted Steins on a vendor and bought them at 2cp each.) Therefore, by their sweeping rule to avoid exploits, the sale price of a fired item cannot be more than the cost of the firing sheet(s) plus the negligible cost of the unfired item. The correct way to deal with pottery would be to raise the prices NPCs offer/charge for unfired items, to be something close to what the ingredients cost. Then they could also raise the prices on the fired items.

    As for the changes Absor says are coming, I have mixed feelings. I've only been playing for 18 months or so, and have a brewer who recently hit 292 (was trying for 300 but my skillup rates have consistently been lower than the accepted formulas led me to hope) and an alt where I do most of my TS, currently at tailoring 182, baking 188, smithing 149, pottery 122. So for my brewer, it means I should find time before the next patch to try to finish brewing 300, because the skillup rate at 292+ is going to get harder. For the tailor, I wish now that I hadn't used up my stockpile of superb rockhoppers pushing for 188, and I certainly won't use up the 100 or so I've accumulated since, because the skillup rates are likely to get better if I wait. You folks who've been doing this for 6 years and are already past these levels, like I said, I sympathise, but there are some of us still plodding through the old hell levels and I'm pleased that we're getting some warning this time so we can make some decisions like the above, as to which skills to concentrate on before the patch and which to put off until after.

    Meanwhile, the thing that has me extremely worried is the change due to come later, which apparently will include making trivials be lower or higher based on how hard it is to get the ingredients. Say what? I thought that was one of the things that differentiated TS from other aspects of the game. You could have something where it's easy to get the pieces, but the triv is high so it's still hard to make the result; similarly, something might be easy to make once you find the parts. In particular, my main is only level 52 (too much time spent TSing instead of grinding xp, obviously), and I'm concerned that SOE will decide that anything I can make from ingredients that I can gather myself, is too easy. Others in this thread have talked about needing to raid for ingredients; I doubt it'll be that bad, but I could easily imagine (for instance) that all recipes with trivs above, say, 280 might require ingredients that can only be obtained by a group of level 65+ characters, or maybe a level 70 soloer. That would effectively shut me out of high end tradeskills, because I also don't have the plat to buy ingredients at bazaar prices.

    One of the reasons I play EQ is because I can do things like tradeskills (and faction work, and even--dare I say it?--quests) instead of just beating up mobs for xp and loot. If they make it impossible to do high end tradeskills without also being in the high end xp game, I'm going to be peeved.

    Comment


    • #62
      Originally posted by Mahlig
      To quote Absor "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."

      Getting from 250-300 was easier than it was meant to be. Therefore, following your logic, anyone above 250 in any skill should be lowered? Moreover, the padded numbers from 160-190 were *not* erroneously implemented (unlike the simpler 250-300 skillups and the tailoring trivials). It was as intended when the max skill was 200. It is being removed because it no longer makes sense. "No longer makes sense", not "never made sense". So anyone that has gone through it should not get any bonus. If anything, those that have taken advantage of the lower skillups than should be necessary should be punished (No, I am not advocating this...simply showing that it would be more logical) since it is taking advantage of a flaw in the system.

      Luckily, SoE does not think like that. Simply, they will tip their hats to those that got to the 300 and correct it for those that have not.
      The flaw in this argument is that the overall number of combines to reach 300 will be 15 percent lower. Nobody has taken advantage of lower skillups overall, they simply invested the time in the original hell area. Although SoE believes that 250-300 path is too easy now, the reality is that someone sitting at 283 today, has probably already done more total combines that will be required to reach 300 in the future system. There is no reason to nerf these folks--they have paid their dues in terms of time and commitment.

      I have no beef with the proposed system for those who are starting a tradeskill. My original comment was intended to address the fact that a lot of people will end up in a twilight zone of doing not 15 percent less combines to reach 300, but maybe 15-20 percent more, since they hit both the old hell and now the new hell. I certainly face that in both tailoring and smithing.
      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

      Comment


      • #63
        As I said in the post above, I do not advocate the reduction of skill. I was merely pointing out that via game logistics, it is more logical than to add points onto a person who already went thru the 160-190. I do not think they should, nor do I think they will, lower anyones skill. I think what they are implementing is dead on...and I will be adversely affected by it in all skills.
        Uban the Wizard
        Luclin (formerly of Stormhammer (formerly of Bristlebane))

        Comment


        • #64
          Originally posted by Maevenniia

          ...

          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.

          _____________________________

          [B]
          ...
          We're adding min chance of skill up, not a max. So if the formula says that you have a 5% chance of a skill up but the min skill up chance on that recipe is set to 15%, you'll get the 15%.

          Of course we're still not going to go crazy with it. We'll be using it to make the recipes with more difficult to acquire components more attractive where needed. As I said, we'll start out slow on that one.

          I don't have any info on the possible trivial changes. We wanted to get the announcement out before we went on vacation (Maddoc is gone this week, I was gone last week) so you would understand what we have in mind and we could discuss it. Details still need to be figured out.

          A

          Comment


          • #65
            Originally posted by Ngreth Thergn
            so he made a gramatical mistake

            He of course MEANT to say "combines"

            Oops.

            A

            Comment


            • #66
              Originally posted by AbsorEQ
              I don't have any info on the possible trivial changes. We wanted to get the announcement out before we went on vacation (Maddoc is gone this week, I was gone last week) so you would understand what we have in mind and we could discuss it. Details still need to be figured out.
              A
              Whats there to figure out? Several recipes that were trivial at 335 were mistakenly lowered to 252 two to three MONTHS prematurely. Why is it so tough to correct this until ready to go?
              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)

              Comment


              • #67
                I'm wondering if the 20% increase that was discussed was taking into account the upcoming change using certain recipies that added modifications to the chance at skilling up (i.e. a certain difficult to farm recipie grants +25% chance of skillup) or if it was based on the current way of doing things.

                I have a feeling that the 20% comes from what we see now. That it's based on the recipies that have no modifications towards getting a skillup and that certain recipies will actually lower the number of attempts to go from 250-300.

                Only time will tell, though. I'm not jumping on the "complaining" bandwagon yet, though. Besides, what am I gonna do once I get all my tradeskills to 300?

                EDIT: In response to padding skill for players that already went through the hell levels. How would you pad a Journeyman Artisan that has spent no AA points (or is lower than level 51 and doesn't have access to AA's yet) on the +200 Tradeskill AA's. We would get into a position where some people would be getting extra points while others wouldn't be.

                Remember when your grandfather use to "Walk to school 5 miles in two feet of snow everyday, uphill both ways?" Well, you'll get to tell tomorrow's tradeskillers that "Back when I was doing my tradeskills, it took 200 combines per skill up in the 180's. You youngins have got it too easy."

                Last edited by Eggszecutor; 03-28-2005, 03:51 PM.
                Onyca Xiloscient - Rodcet Nife
                Baking: 300 Brewing: 272 Blacksmithing: 222 Fletching: 200
                Jewelry Making: 200 Pottery: 200 Tailoring: 293

                GM Trophies: Baking, Brewing, Tailoring

                Comment


                • #68
                  Originally posted by Dutchy
                  20% more combines to get from 250-300????

                  ...
                  True, but you are also forgetting that this comes with an overall reduction in the average number of combines needed by 15% over the whole range.

                  A

                  Comment


                  • #69
                    Personally I've worked myself up to 298 skill in Tailoring (ARG on these last two points) since the nerf. It's not really as hard as people think. I'd be rather mad if they undid the tailoring nerf after all the effort I've put into pharming tradeskill items. That'd be like a double slap in the face.

                    Comment


                    • #70
                      Actually, what the majority of people are totally overlooking in their 45% haste to complain, is what a 'skillup % variable' being added to a combine REALLY means.

                      Variable set to 0% = use normal formula to determine if a skillup occurs from a non-trivial combine. Ex. 20 combines = 100% chance of skillup (average)

                      Variable set to 5% = 5% fewer of this particular non-trivial combine to obtain a skillup. Ex. 16 combines = 100% chance of skillup. (average)

                      Variable set to -5% = 5% more of this particular non-trivial combine to obtain a skillup. Ex. 24 combines = 100% chance of skillup (average) .. btw, THIS would be the variable that would allow increase in number of combines to skillup on vendor sold recipes .. most noticibly being JC and brewing.

                      Comment


                      • #71
                        Where's the 15% reduction in combines for those that already reached 250 under the currently stated 'outdated' system?

                        Comment


                        • #72
                          As a general rule i always figure about 1 skillup per stack of combines. Sometimes I do better sometimes worse but it seems to be around this area. Adding 20% to this number goes all the way up to the un-managable number of 24.

                          Big deal. I think the real problem is the trivial changes. I would guess anything that has most of it's components vendor bought will not be trivial above 250.

                          This is what will make skilling up harder not the 20% extra needed combines.

                          Comment


                          • #73
                            Absor wrote: We wanted to get the announcement out before we went on vacation (Maddoc is gone this week, I was gone last week)
                            Absor, It is my sad duty to inform you that Maddoc will not be coming back to SOE after his vacation.
                            Recently my guild went galivanting into Tacvi to kill some nasty critters, and following a trail of notes, empty alcohol cans, some strange fruit juice, assorted "My little pony"-toys and discarded Wu-clothings, we came upon a most ghastly scene:


                            As you can clearly see, something went horribly wrong in the discussion of fabled tradeskilling.

                            So with that said, I know my guild stand ready to punish this horrible offender, all we ask are for a little help. Say no more than 100-150 artifact objects, 3-4 GM's, a six-pack each, 300 in all tradeskills and a few Death Touch abilities and we will do this! We are ready!
                            Last edited by Rissenn; 03-29-2005, 04:56 AM.
                            300 - Baking, Brewing, Pottery, Smithing, Jewelcraft
                            285 - Fletching
                            282 - Tailoring
                            Fishing 200, Research 200

                            "Be not ashamed of mistakes and thus make them crimes." -Confucius (551 BC - 479 BC)

                            Comment


                            • #74
                              /mourn Maddoc

                              ...

                              er... does this mean im not fired any more?
                              Splunge the Insane - Former Test Server Inmate
                              Splunge (Reborn) - Hunter of Lightbringer

                              Comment


                              • #75
                                Hum. Come to think of it, isn't there an Absor's Remains lying around somewhere? He's also one of the 14 legendary adventurers that never returned...
                                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

                                Working...
                                X