Announcement

Collapse
No announcement yet.

Questions for the Fan Faire, June 2005

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

  • Questions for the Fan Faire, June 2005

    This is the final list of questions I will be sending to the devs. You're welcome to add any further suggestions or ideas, and if they're good, I'll take them with me to Vegas and ask them there.

    About the formulae:

    Short version: Walk us through every step of the calculations that happen from the moment you press combine to when you get your skill-up (or not) and success/fail result. What are the formulae and variables used at each step?

    Detailed questions:
    1) Absor mentioned that tradeskills will be adjusted to use a new skill-up formula. What is that new formula?

    2) Is the success/fail formula posted at EQTraders accurate for all known trivials? And if that formula is wrong, what is the correct formula? For reference, the formula is posted here:
    http://www.eqtraders.com/articles/article_page.php?article=g175&menustr=030000000000

    3) At what stage of the success/fail formula are geerloks (and other skill-raising items) applied? In other words, does the formula use the skill as modified by a geerlok to compute success rates, or is the geerlok's effect applied elsewhere?

    4) Historically, developers have stated that the absolute minimum chance to succeed on any combine, regardless of your skill and the combine trivial, is 5%. Is this still correct? If my raw skill is zero and I attempt a combine with trivial 335, will I have a 5% chance to succeed the combine?

    5) If my raw skill is zero and I have the appropriate crafting mastery at level 3, what will my chance to succeed be on a combine with trivial 335?

    6) Do some recipes have a minimum failure rate or minimum success rate? If so, do mastery AA's affect that?

    7) Could we get verification that skill-ups in the range of 250-300, particularly from 290-300, are working as intended? Tradeskillers are asking in many forms and in many forums whether the developers actually hear their cries of agony at skill-up difficulty. Ideally, we would like a statement along the lines of "Yes, we have verified that the number of attempts per skill-up is indeed intended. At WIS or INT A, with a B% skill mod item, with [other relevant factors], doing a combine of trivial C, a crafter of skill D should expect an average of E combines per skill-up if all are successful, F combines if all fail, and G combines overall." (Fill in your choice of tradeskill and numbers for A-G.) A few such concrete examples will give the player community a benchmark against which to gauge our actual results.

    8) The best guess of tradeskill difficulty factors is based on a study done by Suani and reported on the EQTraders boards. It puts the values as follows (note the discrepancy for Tailoring, which Tanker told us last year should be a 3). Is this list accurate? If not, what are the correct difficulties?

    • Alchemy unknown
    • Baking 3
    • Brewing 3
    • Fletching 4
    • Jewelcraft 4
    • Poison making unknown
    • Pottery 4
    • Research unknown
    • Smithing 2
    • Tailoring 2
    • Tinkering unknown

    Due to the complicated nature of expressing formulae orally, I would suggest a written response for these questions, delivered ahead of the Fan Faire. That will allow players to analyze the responses and ask more appropriate questions at the Fan Faire itself.

    About changes to the tradeskill system:

    When do you plan to release the second and later stages of tradeskill adjustments? (Adjusting trivials for existing recipes, and implementing an enhanced chance to skill up for certain combines.)

    If the second and later stages will take a long time, do you plan to re-adjust tailoring trivials? If not, what plan do you have to help smooth out tailoring in the short term? Similarly, what plans do you have to ease high-end fletching (past 282) for classes and races that do not have a cultural or deity based option?

    New requests (my priorities)

    Success/Fail messages: Could we get a message that tells us what item you failed to make? Instead of "You lacked the skills to fashion the items together," could we get "You lacked the skills to fashion Metal Bits"? Similarly, could we get the name of the item added to success messages? Instead of "You have fashioned the items together to create something new!", it should be something like "You have fashioned the items together to create Metal Bits!"

    Order of success/fail and skill-up messages: The order of success/fail and skill-up messages is inconsistent, which makes it very difficult to parse skill-up runs correctly. Would it be possible to change the order of the messages so that you always receive success/fail messages before skill-up/trivial messages, or vice versa? Either way is fine so long as it's consistent. Currently, it's as follows:


    • When you succeed and get a skill-up, you receive a skill-up message followed by a success message.
    • When you fail and get a skill-up, you receive a fail message followed by a skill-up message.
    • If you succeed and make a trivial item, you get a trivial message followed by a success message.
    • When you fail at making a trivial item, you simply receive a fail message, without a note indicating it is trivial.
    Merchant window enhancements:
    • PLEASE add a Done button to merchant windows.
    • Please implement a way to sell "all" of a particular item you have. For example, if I have ten identical, unstackable items, I must click each one, then click sell. I would like a way to sell them all at once. Similarly, if I have four stacks of an item, I would like to be able to sell all four stacks in one transaction.
    • Please implement a way to buy more than one stack at a time, or more than one of an unstackable item at a time. Each time you request to buy an item, regardless of whether the item is stackable or not, a little number-entry window should pop up. The maximum value should be however many of that item you have room for, the maximum you can afford, or the total quantity the merchant has, whichever is least.
    • Finally, please implement a way to buy the maximum of an item (as shown above) in one click. I would suggest using ALT-Click to buy/sell all of an item.
    Tradeskillers have WAY too little bank space. Particularly with epic quests now loaded with two-slot no-drop containers and DoN cultural armors taking up a whopping 48 item slots -- effectively six bank slots -- for all four tiers (not to mention additional slots for cultural sewing kits, cultural hammers, and raw materials), bank space is already hard to come by. In addition, some combines can only be made in cultural containers, which means dedicating even more bank space just to tradeskills. Tokenizable and collapsible containers help, but it turns into yet another bank slot taken up by containers.

    I have the following suggestions (and yes, I know some are mutually exclusive):
    • Adjust DoN tradeskills to require less bank space (see the DoN tradeskills topic).
    • Make all combines that require Tanaan containers work in "normal" containers. (Is there still a reason to have Tanaan tradeskill containers? When PoP first went live, it made sense to restrict PoP combines to Tanaan containers -- that ensured the tradeskiller had purchased the expansion. However, the Plane of Knowledge is now available free to everyone. This negates much of the need for Tanaan containers. The limited number of Tanaan containers, particularly brew barrels, creates a bottleneck.)
    • Make the Collapsible Brew Barrel work with Tanaan brewing combines that have four or less ingredients.
    • Add four or eight additional top-level bank slots.
    • Make the Tanaan Fletching Kit tradable, and allow merchants to buy it back.
    Geerloks vs. Trophies: Geerloks are very easy to obtain. Trophies are not. Why do they have the same skill mod on them? The trophy skill mod should be increased to 7% or so to compensate for the fact that they are far more difficult to make (you have to skill up a lot before you can make it.) Also note that now, this difference is meaningful. Previously, when skills were absolutely capped at 252, there would have been no difference between 5% and 7% to a tradeskiller at max skill.

    Loot all button: (Not tradeskill related, but requested by the tradeskill community.) For Brell's sake, can we PLEASE get a Loot All button?! Ideally, it should be on all corpses and when clicked, loots all droppable items at once. When clicked on your own corpse, it loots all your items (optionally with a confirmation box warning you if the corpse has not been rezzed, or perhaps leaving an empty corpse with the rez timer running).

    DoN Tradeskills:

    DoN tradeskills use up an unreasonable amount of bank space.
    Overview: A tradeskiller who wants to work on all four tiers and all four types (plate, chain, leather, and silk) would require abouthalf their bank space just for no-drop supplies and dropped components! My suggestion boils down to changing the book combine that yields the molds or patterns to instead yield a single stack of 160 items. Players could then use those items to create their own choice of molds or patterns.

    Current Bank Space: Let's assume that a human tradeskiller wishes to work on all four tiers and all four types of armor. Let's further assume that our tradeskiller never keeps more than one stack of an item (unrealistic, particularly with raw materials and the rare augment patterns -- so in reality it would require even more space). And just to keep things simple, let's say that the tradeskiller only keeps the components to make the deity waters (like Purescale Ore), and not the deity waters themselves (again, unrealistic). Current bank space requirements are as follows:

    • Eight slots per tier for augment patterns, a total of 32 slots
    • Eight slots for armor molds
    • Deity water components: Jade Shard, Lambent Stone, Crushed Diamond Dust, Purescale Ore (Four slots)
    • Smithed aug components: Warbone Chips, Fire Opal, Shissar Scales, Metallic Drake Scales (Four slots)
    • Tailored aug components: Silk Swatch, Drachnid Silk Swatch, Nightmare Arachnid Swatch, Glossy Drake Hide (Four slots)
    • Four slots for smithed armor raw materials, less one for Metallic Drake Scales (three slots total)
    • Four slots for leather armor raw materials, less one for Glossy Drake Hide (three slots total)
    • Four slots for silk armor raw materials
    • Implements: Cultural needle, cultural smithing hammer (two slots)
    • Quest books: Four augment books plus one armor book (five slots)
    • One cultural tailoring kit
    This makes for a total of 69 item slots plus one top-level slot for a cultural tailoring kit (which needs to be empty for combines). As a matter of practicality, tradeskillers will likely keep the augment patterns and armor molds in the 8-slot Backpack produced by the combine, which effectively deprives the tradeskiller of an additional ten item slots. This adds up to 89 item slots total, or over half a tradeskiller's bank, just for one expansion's worth of tradeskills.

    Augments: Modify the tradeskill quests to summon a single stack of 160 "Journeyman / Expert / Master / Grandmaster Infusion Essence" as appropriate to the quest (using similar technology to how Radiant Crystals and Ebon Crystals can be stacked to 200). The tradeskiller would then combine one Infusion Essence with a cheap, store-bought component (say, a "Helm Crucible" or a "Breastplate Crucible") to create an augment pattern -- this would be identical to the augment patterns you would obtain from the quest book now. This reduces the space requirements for four tiers of augments from a combined 32 bank slots to just four.

    Armor molds/patterns: Similarly, have the combine that currently produces the armor patterns or molds instead produce a single stack of 160 "Armor Material". When the Armor Material is combined with the matching Crucible, it produces the mold that would be used in the final combine. This combine would have to be done in a cultural forge or sewing kit to produce the appropriate racial mold. Again, this reduces bank space needs from 8 slots to one.

    Notes and Summary: All combines with a (Slot) Crucible should be no-fail. For a tradeskiller who does all four tiers, this would reduce their bank space requirements for no-drop components from a total of 48 slots to just five. Another five slots for the no-drop books puts the total at ten item slots. All other components are tradable and can be stored on alts.

    Viability: There is currently no Type 12 augment for DoN legs. In addition, the DoN purchased armors (for Ebon/Radiant Crystals) recently received an update with new Type 9 augments that put them ahead of the crafted armors in some slots. Add to that the fact that the GM-level tradeskilled armors are already very close to the Omens Tier 1 quest armor, and the DoN crafted armors become less and less viable. Are there plans to add more Type 12 augs, particularly for the legs? Alternately, would it be possible to make the new DoN Type 9 augments into Type 9 & 12?

    Slots covered: As of PoP onwards, tradeskillers have only been able to make armor for the visible slots, with some jewelry for fingers, ears, and occasionally neck or face slots. Are there plans to re-introduce full sets of armor as with the Blue Diamond cultural armors? (You could make those armors for any slot except fingers and ears.)

    Updates on past topics

    What updates, if any, do you have for us on these topics that have been raised and discussed before? (I won't rehash the discussions here.)

    • A tradeskill super-trophy of some sort
    • Bag tokens showing bag stats
    • Velium weapon to velium ore conversions
    Tool Belt idea: Allow certain commonly-used items, such as chisels, files, dairy spoons, etc., to go on a "tool belt" -- you don't need the item to be physically in your inventory or bank. When you find a recipe in your UI that requires one of these tools, the UI checks if the item is either in your inventory OR on your toolbelt. The idea is that only items that are normally returned on both success and failure would go on the tool belt. This is analogous to how soul-bound keys work.

    Merchants destroying oldest item instead of newest: I would like to revive the request to have merchants destroy the oldest item that was sold to them instead of the newest when their inventory is full. Tanker has already looked at this once, and at the time, it was deemed non-trivial. With the recent changes to the merchant interface, is this now a reasonable possibility?

    Grand Robe / Grand Tunic / Phylactery Quest
    • Balancing the Grand Robe / Grand Tunic / Phylactery quest for melees: Maddoc said he would look at adding an alternate reward for melees who wish to do this quest, since they cannot use the Grand Robe/Tunic. Discussions included either adding a new reward for melees or making the Token of Service tradable. What updates do we have on this, given that it was nominally one of the easier fixes to implement?
    • Ghoul of Takish-Hiz spawn rate and drop rate for Spiritual Anchor: The Ghoul is an insanely rare spawn, and almost impossible for a non-tracker to catch without using tools-that-shall-not-be-mentioned. In addition, even when he does spawn and is caught, his drop is way too rare. One person suggests that the Anchor drop rate should be no worse than 1 in 3 kills, and preferably better than that.
    • Mana Crystals: Is there currently an undiscovered use for the Mana Crystals? If not, do you plan to extend this quest or link it to a new quest using these crystals? (People who have done the Phylactery combine need to know whether to keep or destroy the Crystals.)
    Incomplete or Unknown items

    Lubricous Metal Bits: If you search the recipes in a forge, you can find a recipe to make Lubricous Metal Bits using a Brick of Lubricous Ore. This recipe has been in the UI from the day it came out, I believe (but I'm not positive). Where is this ore obtained, and what are the metal bits used for?

    Karana's Heartfruit Salad: Is this a real recipe and item? If so, it would appear that some of the items needed to make the salad are either missing or undiscovered. Could you give us some info on that, please?

    Taelosian (mountain) wheat: Lots of recipes (and just general ideas) have been submitted for uses of the Taelosian wheat and Taelosian mountain wheat from Gates, including a rather lengthy thread on the official Everquest forums. Are there any plans to implement recipes using those items?

    New requests (Others)

    Research Enhancements: Research has a skill cap of 300, but no recipes that go beyond 227. There needs to be higher level recipes added, perhaps for higher level PoP spells. Researchers need a trophy. Research should have some vendor bought components to take them up a bit in skill (add an abysmal quest to go to 54, and then other vendor bought combines to go to 100 or so.) That would help low level INT casters skill up a bit easier, and be able to make their research only spells. Researchers should be able to craft hybrid spells, since they can already create priest spells.

    The Ice Cream Churn needs a token: Caerlyna should accept Ice Cream Churns and exchange them for a matching token.

    NPC value of tradeskilled items: Sellback prices on a lot of tradeskilled items needs to be reviewed, and also some items should get tribute values added (e.g., Palladium jewelry and DoN armors). It hardly seems fair to have zero-value (to NPC's) tradeskilled items when some no-drop gear from Omens of War and later can be turned in for personal or guild tribute.

    Can we get food and drink with right-click effects? (This would be similar to the wine and bread summoned by the Veteran Rewards AA jester.) Eat the Extra Spicy Jalapeno Poppers and receive a 10-minute fire based proc effect named "Bad Breath" or some such. Rarity isn't so much the issue, nor is the scale of the effect. It's just something fun to do with food and drink, and to allow bakers and brewers some variety of "useful" items.

    /outputfile skills: When the /outputfile command was in the process of test and going live, it was requested that a "/outputfile skills" option be added to it. At the time, Tanker said it wasn't a bad idea but was too busy with a future expansion to get it in before the /outputfile commands went live (see http://mboards.eqtraders.com/eq/showpost.php?p=119889&postcount=24 ). Is this command still under consideration?

    Great Reptile Hides & Teeth: Can the mobs that drop Great Reptile Hides also drop Great Reptile Teeth, and vice-versa? Also, can the general drop-rate be increased? Given the limited number of mobs that drop these items (especially compared to the number of mobs that drop Yttrium Ore, for example), the drop-rate should be higher.

    Midnight Stones and Sandstorm Pearls can still only be crushed (for Night Terror Temper and Hurricane Temper, respectively) in a Mortar & Pestle. All other PoP items (as well as Windstones) can be crushed in a Mixing Bowl. It's a little thing, but it is very inconvenient.
    Last edited by KyrosKrane; 05-29-2005, 06:34 PM.
    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

  • #2
    There are very few Slot 12 augments that fit in the armor locations covered by the new DoN cultural armor. Are there any plans add more slot 12 augments or increase the number of locations where the currently available slot 12 augments can be used?

    If there are new augments coming are any of them going to be made with tradeskills?

    Comment


    • #3
      do some recipes have a minimum failure rate?

      if so, do mastery AAs lower that?

      Comment


      • #4
        Ask if they can actually finish the phylactery quest instead of redoing the token part. Personally I wanna use my mana crystals!

        Comment


        • #5
          Originally posted by KyrosKrane
          I am again going to compile a list of questions to ask at the Fan Faire. My list this time is moderately short. As before, this is mostly a list of stuff that's important to me, prioritized by what I want to find out. However, I'm open to all suggestions and ideas for questions to ask.

          I will try to submit these questions to the developers around the end of the month, which will give them about a week before they have to leave to Las Vegas to prep.
          1.) Lots of recipes (and just general ideas) have been submitted for uses of the taelosian wheat/mountain wheat From Gates. are they EVER going to actually implement something now 2 expansions old? At one point theysaid they were.... but bothing has been heard about it in ages.

          2.) Karana's heartfruit salad. 2 items still MIA.. any update on these?

          Alliance Artisan
          Proud owner of Artisan's Prize.

          Comment


          • #6
            1. Velium weapon to ore conversion. Still in the works?

            2. Any chance of making velium and acrylia bricks/blocks stackble?

            3. Slugworms, dust or discord, trean flies and discordant scoraie are insanely rare for the difficulty of the combine. Please increase the drop rate so we aren't blowing 200k on a combine that will likely fail.
            Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
            Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
            Celestial Navigators, Maelin Starpyre

            Comment


            • #7
              Research recipes over 227 or expanding the practice research line to include higher trivial rune sets would be fairly high on my list.
              Jmorgaia Tinybubbles
              70 Coercer
              Xegony


              Comment


              • #8
                What chrisian asked... "do some recipes have a minimum fail rate?" And if so, <insert additional questions if true>?
                What Sharrien asked... "Velium weapon to ore conversion. Still in the works?"
                And, if we're going to ride the 'ole faithful, albeit dead, horse (optionally, we can call it the holy grail), please ask about Chowderly in Abysmal Sea. Is that little foot stool holding onto some nifty little reward if you manage to give him the four food items and would he also want Cristov's wine to go along with that? If so, is faction a deciding factor and which faction is he on?

                Some answers (not just to Kyro's post) can be found at http://eq.crgaming.com/viewarticle.asp?Article=8798. It's a recent interview with Maddoc.

                With regards to 4a and 4c, I seem to remember a dev recently posting on these boards that a combine 200 below the raw skill should turn out to be virtually no-fail, i.e., a 36 trivial combine at unmodified 237+ skill should be just about no-fail. Also, link above answers 4b -- it's applied prior to the 5% cap. =)
                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
                  A couple thoughts, based on the trivial changes.

                  1) Alchemists find a difficult skill path in the higher levels, because most (if not all) recipes need a foraged item.

                  2) Research has a skill cap of 300, but no recipes that go beyond 227. There needs to be higher level recipes added, perhaps for higher level PoP spells. Researchers need a trophy. Research should have some vendor bought components to take them up a bit in skill (add an abysmal quest to go to 54, and then other vendor bought combines to go to 100 or so.) That would help low level INT casters skill up a bit easier, and be able to make their research only spells. Researchers should be able to craft hybrid spells, since they can already create priest spells.

                  3) Fletching is borked for non-Tunare/non-Karana worshipers beyond 282. The only combines are PoP bows and DoN/OoW arrows, neither of which drop frequently enough to constitute a decent skill up path.

                  4) Geerloks versus Trophies. Geerloks are very easy to obtain. Trophies are not. Why do they have the same skill mod on them? The trophy skill mod should be bumped up to like 7% to compensate for the fact that they are far more difficult to make (you have to skill your butt up a lot before you can make it.)

                  5) Let's face it. Omens tradeskill drops are fare to rare. I know that the resulting items are very powerful, however, getting a slugworm or a trean flies is just too rare, and they still go for a ton in the bazaar (from 2Kish for a trean flies, to 20-50K for a slugworm.)

                  6) The tailoring trivial changes came as a big surprise to everyone (even Maddoc.) Since they were a mistake, they should have been rolled back, so that everyone who had been collecting ingredients for several weeks could have used them up. Instead, this just created a lot of anger/ill will in the community. Hopefully, many of those supplies will be used in higher level combines, so that people did not waste all that time/money only to be hosed by a mistake on SOE's part.

                  That's it for now. I'll add more as I think of them.




                  Comment


                  • #10
                    Spell Research

                    - cap raised to 300, highest recipe trivials at 227....
                    - new recipes needed, preferably for 61-65 spells from PoP and possibly some from GoD (no Ancients, obviously)
                    - still need a trophy!
                    - possibly revamp Practice Research, partially or fully....(I mean, what kind of spell/research components are rusty weapons or raw leather armor peices anyways? lol)...at the very least, get rid of non-stackable components (rusty weapons, raw leather armor pieces) and replace them with stackable ones (maybe plague rat tails, rat whiskers, snake scales?), to make things a little bit simpler for tradeskillers with limited bank space

                    speaking of Bank Space...

                    - every expansion introduces lots and lots and LOTS of new quest pieces (ex: OoW armor) and tradeskill drops (ex: DoN forages/drops) and the new no-drop cultural armor patterns.....however, bank space has not expanded since LoY. Are there any plans to expand bank space, increase stack sizes or introduce containers (even if bank-only) with more than 10 slots?


                    misc

                    -Ice Cream Churn needs to be token-ized (if it hasn't yet)
                    -sellback prices on a lot of tradeskilled items needs to be reviewed, and also some items should get Tribute points added (ex: Palladium Jewellery)

                    - Taelosian Wheat & Mountain Wheat needs recipes!!!!!!!!!!!!!!
                    Last edited by Maevenniia; 05-10-2005, 11:03 AM.
                    Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                    Silky Moderator Lady
                    Beneath the silk, lies a will of steel.

                    Comment


                    • #11
                      Questions

                      When are we going to get our super-GM Trophy, or the next generation Aid Gimel Quest? (Yes, I know it was already on the list, no harm in emphasising).
                      Last edited by Ysall; 05-10-2005, 10:36 AM.
                      Ysall - EMarr - lvl 70 Ench
                      2400+54 Club (7 x Core Tradeskills + Research)
                      Max Tradeskills AA + Max Salvage - When I combine something, it stays combined, except when it doesn't.

                      Comment


                      • #12
                        Kyros, check this link out as I believe it answers some of your issues, particularly the new skillup formula. It's a link to an interview Gemdiver did with Maddoc and is posted in its entirety on the Caster's Realm site:

                        http://eq.crgaming.com/viewarticle.asp?Article=8798
                        Jmorgaia Tinybubbles
                        70 Coercer
                        Xegony


                        Comment


                        • #13
                          Well, since we're adding this and that... what was it again that I wanted... oh, yeah, the UEBER-DUEBER SUPAH-DUPAH Mother of All Trophies of Trophies +250% to ALL tradeskills, including those you can't have, because +250% to 0 is... um... yeah, 0. And add +100 vs Devs, too, please!

                          No, really... I have eight trophies in the bank... add that to the insane amount of other ND (whoops, NT... why again did this have to be changed?) items, like Breakdown in Communication (I think I have 30+ of these), Epic 1.5 drops (9), keys (20 including PoSky), random half-finished quests, and the OoW patterns (please address this, too, because 10x Master and 10x GM NT patterns is... um... out there) -- it's just insane, man! So... reasonably, something along the lines of +7% to all 7 open tradeskills if you hand in a container in which you combined the 7 trophies, or some such thing. =)
                          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


                          • #14
                            Is it reasonable to simply ask SoE to acknowledge the very high number of attempts some people are seeing between skillups over 250 skill?

                            Maddoc's linked interview on CR indicates he feels the new skillup formulae are working, but he does not explicitly say "Yes, we feel it should take hundreds of combines for each skillup post 250 skill, which represents a 20% increase from the old formula used." or "Yes, we are aware it can take hundreds of combines to get a skillup at the higher skill levels, and we are looking into that."

                            Just lookin for some sort of sign; so far I'm just waiting for anecdotal stories from the next patch.
                            Redeemer Clamford Andson
                            The Nameless

                            Comment


                            • #15
                              Just to add my agreement with a couple of the new ideas above:

                              Higher mod on the tradeskill trophies. They are so much harder to make and are no-drop (so must be made by the skilled artisan using it) they should have a better mod on them than geerloks. Either that or create tradeskill mod augs for DoN that will only fit in the trophies.

                              Allow vender sellback or assign tribute values to cultural armors and all the other DoN tradeskill stuff that is currently being routinely destroyed. They aren't worth the storage space to sell them on the baz except in very small numbers since each piece of armor is so limited by class and race. Skilling up in the range covered by making each level of armor will produce at the very least hundreds of successes for each crafter, numbers the market can't possibly bear. Give us a little something back to recover part of the costs.
                              Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
                              Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
                              Celestial Navigators, Maelin Starpyre

                              Comment

                              Working...
                              X