Announcement

Collapse
No announcement yet.

Top 10 Update on April 1st

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

  • #46
    My comment wasn't no the merits of your comment, but rather that you said:

    "drop #10 the trphy thing.. (as at one point the developers said NO way) and add an new #10..."

    My point is that number 10 is no longer the super trophy. That was already dropped.




    Comment


    • #47
      Originally posted by greebmushroome
      another item: make the collapsible still have 6 or 8 slots.... 4 slots is bordering on useless (i was all excited when i just made mine, until i opened it up!): 8 would be preferable for making constitutionals, and is consistent with some other collapsible items, like the collapsible sewing kit (and, when i think of a still, i think of it being waaaay bigger than a sewing kit!)

      cheers,
      -greeb mushroome
      ayonae ro
      Hear hear! I see no logical reason not to make all of the collapsibles 10-slot containers. If they're worried about collapsing the handmade backpack market, make the resulting container either no-rent, Lore, or both.
      Jmorgaia Tinybubbles
      70 Coercer
      Xegony


      Comment


      • #48
        At this point in time, there still does not seem to be a general consensus on anything to change or add. Unless this changes in the next two hours or so, I'm planning on leaving the list as is.




        Comment


        • #49
          Originally posted by greebmushroome
          how about adding an item requesting stackable enchanted mithril, brellium, adamantite, etc? sinde the bricks and blocks are now stackable, makes sense to have the enchanted stuff stackable, too....
          we could have a 'stackable' item with things we wish were stackable...

          - enchanted mithril, brellium, adamantite... (please list other enchanted metals)
          - medium quality bricks of ore
          - skewers
          - gem-studded chains, worked silver chains
          - those things from nitram anizok

          (i realize this is late for the apr. 1 update, but let's keep this going so we don't run out of time before the next update).

          -greeb

          Comment


          • #50
            Rancar hides and tradeskills in general.

            Racnar Hide
            Required for several races Master level tailored leather armors.

            Problem: Racnars can only be found in Veeshan's Peak, Skyshrine, and Temple of Veeshan. Racnar's in Skyshrine are dropping wyvern hides and lower faction to kill. See Basilisk Tooth above for problems with Veeshan's Peak. Requires a mini-raid or high caliber group to kill in Temple of Veeshan.

            Suggested Solution: The wyverns in Skyfire Mountains sure do look like racnars to me ... and with at least one race (gnome) having their task for Master's Symbol book requiring killing mobs in Skyfire, it would be an appropriate level zone for racnar hides to drop as well. So, I suggest updating the drop tables of the Racnars in Skyshrine to drop racnar hides instead of wyvern hides, and adding appropriately rare racnar hides to the drop tables of the wyverns in Skyfire Mountains.
            I have to say you need to take a serious look at these. Essentially you didn't put the hides in the game. Not to mention these are located in Raid level zones and not experience zones. There's no reason for making tradeskills requiring raid parties to collect items. I can understand tradeskills used for armor like Qvic armor. But tradeskills are typically an individual effort. There's no reason you can't add rancars to zones like skyfire, western wastes and even cobalt scar/emerald jungle. These are basically unused zones.

            The other reason to move the items is because the final product you create is not really a viable option for equipment for the level you can use them at. For instance, old race armor was usable a level 45. The armor made by one race could be used by a few other races so your market wasn't limit to a single race, (how many half elf druids do you know? Half elf tailors have a single market for a single class. How about make half elf armor for elf/human level classes? That way there's a little larger market and it creates competition so that the fixins and items don't end up being so expensive that they aren't worth it.) The other thing about the old race armor is that it was possible to farm the fixings in reasonable quantities to make armor that you could sell. This was a pretty nice set of armor for that level. The newer trade stuff is basically garbage. I can spend less time shopping in the bazaar and get better items for far less money. As such the risk(effort) vs reward balance doesn't exist.

            When making this equipment you are generally not equiping yourself. You are making it to sell and recoup your costs and equip other people. As such, the item itself needs to be marketable, and putting "attunable" tags on any item made by tradeskills is dumb and frankly disrespectful of your SOE customers. Part of buying a tradeskill item is you have the possibility of recycling it or recouping your initial investment to buy better in the future. I think you need to take the "attunable" tag off that armor and simply put a 'reasonable' required level on the items.

            One of the big problem this game has is there isn't a real viable option for non-guilded or non-high end guilded players to improve their characters. LDoN are too expensive and take too long. DON appears to have a very short list of products, guess you were in a hurry again (Is the Nest event fixed yet?). Tradeskill should be able to fill in the space between and if you apply for a guild they won't turn thier noses up at you for your equipment. Tanks especially are hit badly by this. Try being a level 70 tank in full ornate armor to get a group in OOW upper zones? You end up hearing alot of laughter or crying if the people in your group find out too late.

            For Tradeskill armor to be useful, it should be reasonably possible to obtain fixins for by casual gamers, stat'd such that it is a equal or better alternative to dropped tradeable armor prior to End Game zones and something someone on the same level could use to participate in higher open zones. IE. Master level armor should be usable (useful) from level 46 to 60, and Grandmaster armor should be usefull from 55 to 70.

            I'm not saying that you make it as good at OOW Quest armor from Anguish or Qvic. But a moderately equiped tank should be able to tank most yard trash mobs in any open zone with a reasonable chance of not needing defensive disc every mob.

            Terrorantula silks are another classic example, I thought I would level/train a Erudites tailor until I saw this foolishness. Silk dropping from a rare 'named' mob in a usually contested zone/spawn? It bobbles the mind what you were/are thinking most of the time. This should have been a drop off desert terrantulas all along. I find it more incredulous that you make it the necessary component for "Journeyman" level armor. Read as, go do acrylia and wu's don't waste your time.

            PS - I don't recall that I've ever saw a Sol Ro follower armor in the old Erudite armor. Did they ever put that in? Nice for wizards to get that imbue spell for just some rings.

            As it stands now, I don't see any reason to make any tradeskill armor at all. Even augmented this stuff it no worth the trouble.

            Comment


            • #51
              Originally posted by Tellis Stormchaser
              As such, the item itself needs to be marketable, and putting "attunable" tags on any item made by tradeskills is dumb and frankly disrespectful of your SOE customers. Part of buying a tradeskill item is you have the possibility of recycling it or recouping your initial investment to buy better in the future. I think you need to take the "attunable" tag off that armor and simply put a 'reasonable' required level on the items.
              While I agree with your point on the accessability of racnar hides, I strongly disagree with your assertion that attunable items hurt tradeskillers. On the contrary, I feel it effectively doubles a tradeskiller's market. With attunable items, you never have to compete with your own products being resold by someone who outgrew them. The attunable tag essentially means you can sell a no-drop item, and specifically because it becomes no-drop when equipped, we now have tradable, attunable items that are significantly better than those that are just tradable.

              I also disagree with your assertion that the armors are underpowered. I'm an elemental flagged player, although I don't have elemental-level armor yet. My gear is mostly tradable, crafted, or one-group armor, including several pieces of Omens quest armor. I was able to replace four pieces of my armor with the new Grandmaster plate. With the type 12 slot, I can put in another of the Omens augments into each piece, or perhaps move my old augment there and get something new for the type 7 slot. The Grandmaster level of gear is at least as good as the Omens quest armor, if not better. I can't speak for the lower levels, but I'm quite happy with my new toys. (Just to keep things balanced, I do think all the Grandmaster items should each have 5-10hp more than they currently do; I actually had to give up a few hp when I upgraded from Farwater or Charged Magnetic pieces.)
              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


              • #52
                I did my best to read all the thread to make sure this was not mentioned, I think I read it somewhere and it may have already been shot down. Not sure if it is a top 10 request. How abount increasing the number in a stack, from 20 to 40, 60, 80 or 100? I would not think this would be hard to do, because coins already stack for way more than that, along with the DoN crystals.

                My apologies if this has already been discussed and shot down. I tried to do a search and got too many results.

                Comment


                • #53
                  Originally posted by Thunderheart
                  I did my best to read all the thread to make sure this was not mentioned, I think I read it somewhere and it may have already been shot down. Not sure if it is a top 10 request. How abount increasing the number in a stack, from 20 to 40, 60, 80 or 100? I would not think this would be hard to do, because coins already stack for way more than that, along with the DoN crystals.

                  My apologies if this has already been discussed and shot down. I tried to do a search and got too many results.
                  Kudos for attempting to search. This is not in the top 10 right now (and never has been.) But it's a great idea, and one that would be welcome by everyone. I'll keep it in mind for when we decide to make a change.




                  Comment


                  • #54
                    But to add one thing...

                    I would love it if the items you have to collect were things you actually used for the tradeskill armors intead of just selling them to a vendor. It seems pointless to spend hours doing the quests only to just sell off when you get, assuming the item isn't a no drop item.

                    Comment


                    • #55
                      Not sure if it is a top 10 request.
                      Oops, ment to say, "Not sure if it should be a top 10 request." I knew it wasn't one. hehe. Sorry.

                      Comment


                      • #56
                        *bump*

                        We STILL are waiting for some word of what is happening with type-12 aug slots. It is crazy we have been able to make this armour for so long now and we still don't have any type-12 augments to fit in most pieces.

                        Can we add this to the top 10 list?
                        Telorea
                        Proud Member of Forgotten Nemesis
                        Premier Barbarian Smith of Firiona Vie
                        Member of the 2100 (2400) Club

                        Comment


                        • #57
                          Originally posted by Telorea
                          *bump*

                          We STILL are waiting for some word of what is happening with type-12 aug slots. It is crazy we have been able to make this armour for so long now and we still don't have any type-12 augments to fit in most pieces.

                          Can we add this to the top 10 list?
                          What would you like to replace?

                          Note, that there are some augments that fit in all slots, and the I believe OOW augments have had type 12 added to them.




                          Comment


                          • #58
                            What to drop?

                            It sounds like there's a lot of ideas of things to ADD to the list, but no consensus on what to DROP.

                            Let's re-evaluate the items that are on the list to see if we still want them.
                            1) Velium weapon to Velium ore conversions

                            YES. We want.

                            2) Bag tokens

                            I call this done, or at least severely reduced. There's only a couple containers lacking tokens, not a big deal now. I'm in favor of dropping this.

                            3) Rotating Stock on vendors

                            This may be done. I haven't been able to confirm. If it's not done, it belongs at #1 in my opinion.

                            4) Nitram's Plight

                            For me, it's solved. My wife got SoS, but I'd prefer to see a solution. Perhaps an NPC at the zone in who would punt you to Nitram for 500pp? Keep this on the list.

                            5) New Bag Designs

                            That would be cool. Did it happen?

                            6) JCM

                            Dead issue. Take this OFF the list. I don't like the answer, in fact, I hate it, but the purpose of the list is to make Sony aware of what we Traders want most. They know we want this and it does us no good to continue beating it. We're wasting the opportunity to really get something done.

                            7) Omen Tradeskill components too rare

                            Should of course STAY on the list, and have cultural components for some races added. Specificly those races whose cultural requires raid-level mobs.

                            8) Phylactery

                            One quest. I guess it stays since people put it there in the first place.

                            9) PoP drops

                            The changes describing how this is impacted by cultural tailoring are good. Keep this item. (Couldn't this be combined with #7 as "Tradeskill components are too rare" with a breakdown of which components are specificly a problem?)

                            10) Difficult Skillup Paths

                            Keep it. I have nothing farther to add.

                            I'd like to suggest one possible addition:
                            A) Guild bank notes
                            Here's what I want to be able to do:
                            * Add a note to each item when it is deposited in the guild bank. By default this would be just the name of the depositer. (Same as the existing column, but carried over to the main guild vault, not just the deposit box.)
                            * Have this stick with the item when the guild banker moves it to the main bank.
                            A note might say something like "From Gwyddon - For Zipper - Make me a collapsed tacklebox" This tells the banker who to assign it to, tells Zipper who to thank for the skillup and Gwyddon may get back a useful item. When there's a useless forage in the deposit box, the guild banker usually transfers it to the bank, JUST IN CASE it might be useful. If it had a note, "From Togolas" anyone could do the research and tell him to stop banking junk, and everyone would be better educated on what items are valuable in tradeskills. The valorian discuss and nightmare cichlid bones are banker only to avoid having them turned into fishbone darts, but they could say "Free ale! Send Neebat a tell to get yours."

                            Other people have suggested top-ten items that I support:
                            B) More options for our type 12 slots.
                            C) Type 9 slots on cultural.
                            Perhaps those go together. I'd support changing all type 12 augs and slots to type 9.

                            So, I'm suggesting we drop #2, #5 and #6. (Some may still be issues, but no longer TOP TEN) Also possibly #3, if it's been fixed. That frees up some slots to promote new issues. Even if you don't like my suggested replacement, that's cool. Please reply to say if you support dropping these completed/mostly complete items from our list.
                            Last edited by Neebat; 05-19-2005, 12:38 PM.
                            I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

                            Comment


                            • #59
                              Not trade skill only related but saw recently :

                              1) more bank space, too many no drop quest pieces and all the new tradeskill patterns/molds for culturial.

                              2) bigger stacks 20 isn't enough how about 50 .
                              Liwsa 75 Druid Prexus - Retired


                              Comment


                              • #60
                                Originally posted by Neebat
                                It sounds like there's a lot of ideas of things to ADD to the list, but no consensus on what to DROP.

                                -----

                                2) Bag tokens

                                I call this done, or at least severely reduced. There's only a couple containers lacking tokens, not a big deal now. I'm in favor of dropping this.

                                -------

                                So, I'm suggesting we drop #2, #5 and #6. (Some may still be issues, but no longer TOP TEN) Also possibly #3, if it's been fixed. That frees up some slots to promote new issues. Even if you don't like my suggested replacement, that's cool. Please reply to say if you support dropping these completed/mostly complete items from our list.
                                Can we get a description of the bag put on the token!?! Please! I know that getting the bags tokenable was the major push, but aside from a "We are looking into it, but takes to much work" response a few months ago on the description issue nothing has been heard.
                                Arfyak Reflux
                                "Is that fresh, killed today?"
                                of Brell

                                Comment

                                Working...
                                X