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Meeting with Maddoc and Absor at the Fan Faire

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  • Meeting with Maddoc and Absor at the Fan Faire

    Tradeskills are a beefy issue in general, and it's rare you'll find a question that's worth asking and has a short, simple answer. Thus, I asked Maddoc and Absor for a chance to sit down with them and ask them some of the weightier topics that have come up in the tradeskill world. Much to my delight, they accepted, and earlier today, I sat down for a late lunch with Jason Mash (Maddoc), Alan VanCouvering (Absor), Ian Noble (Keridon, one of the devs who worked on some of the tradeskill quests), and Charles Bryant (another designer who's worked on tradeskills).

    Over the course of lunch, our discussions ranged far and wide over the course of the tradeskill world, from what developers actually do, to where tradeskills should be in the greater scheme of things, to some ideas for future development.

    The first thing I asked was for some background on what Maddoc and Absor do when not working on tradeskilling. Absor said he works mostly in design, putting together new ideas and projects for the game, doing documentation, and in particular, annoying Maddoc and doing his work. Maddoc promptly retorted that he spends most of his time fixing everything Absor had done for him! When not focused on that, Maddoc also serves in a managerial capacity (his official title is Assistant Lead Designer); he's usually the go-to guy if a developer has an issue that needs to get addressed. One noteworthy aspect of Maddoc's job is that he's the guy in overall charge of the patching process, which I imagine means many a sleepless night when the game has a big patch.

    My main goal was to get some idea of where Absor and Maddoc felt that tradeskills should fit in the game - that is, what is their philosophy behind tradeskills? The answer was a tad generic; they both agreed that tradeskills should be useful and fun, citing examples like the Omens augments and the DoN cultural armors.

    They countered by asking me where tradeskill made items should rank in the game world. I replied that ideally, the best items you can get through single-group stuff or in the bazaar should be tradeskill-made. I pointed out that in Planes of Power (the last expansion that had a set of high-end tradeskill-made gear), the elemental armors were far and away the best you could get with one group or in the bazaar; whereas the DoN cultural armors were surprisingly weak compared to one-group armor such as Omens Tier 1 quest armor or DoN crystal-purchased armors.

    This led us into an interesting discussion on where tradeskills stand today. The devs did tell me that DoN armors are going to be reviewed soon; in some slots, they're not as good as they should be. For example, I made up a quick comparison chart for Grandmaster plate bracers, and they agreed that they would have to revisit the DoN armors to make sure that they were in line with comparable armor sets. In addition, many items in Alchemy are not where the developers would like them to be, and Alchemy will likely get a review soon too.

    One interesting note that came out of the meeting was that the DoN cultural armors got changed fairly late in the development cycle. Instead of having a base plus aug model, instead there was a unique, finished item for every possible combination. Apparently this original design was so item-intensive that tradeskills accounted for over three-fourths the items in the expansion, or something like 10,000 unique items! Thankfully, they switched to the current (and much more flexible!) system.

    As we continued to discuss the DoN armors, I pointed out that the leg slot did not have an Omens type 12 augment. Absor and Maddoc were both quite surprised at this, stating most emphatically that it was not intentional. They're going to go back and try to figure out why the legs don't have a type 12.

    Our discussion moved on to tailoring. As most tailors now know, the trivials of many high-end tailoring items were lowered sooner than expected. I have had a number of people insist that I bring this up in detail with the developers and demand a change, but I was more interested in hearing their side of why this change was made. As it turns out, it was indeed unintended. Maddoc had been testing some changes for tailoring, and he forgot to reset them to their original values. He did insist that the trivials will not be changed back; doing so at this point will just cause that much more aggravation. I suggested that one possibility to help tailors was to lower the difficulty of tailoring from three to two, making tailoring somewhat easier to skill up, particularly for those who cannot get their primary stat to over 300. Maddoc and Absor said they'd consider it, but they didn't seem too enthused over the idea.

    On the flip side of the coin, I did get some more information on what they plan to do for the future. The intent at the simplest level is as follows. The most powerful items will either retain their trivial or get a slight adjustment, including upwards if need be. Other items will be scaled against these top items, and their trivials will be lowered raised in proportion to their power as a useful item. As a result, many current skillup paths like banded armor or Wu's armor will have significantly reduced trivials; but it will also introduce new skillup paths as items that had some usefulness and power before will possibly get an increase in trivial. This will create a full spectrum of trivials in each tradeskill, rather than clumps of trivials at certain sets. It will also eliminate having items with no meaningful stats getting insanely high trivials. The main problem with this is that it takes time to ensure that the system is fair and consistent; you don't want to end up with any odd scenarios like the wrist slot of a set having a higher trivial than the chest slot.

    The other major change is that combines that require rare or hard-to-farm components will get a higher chance to skill up on each combine. This is independent of their trivial. So, for example, banded armor is entirely store-bought, so it will not have a skillup bonus. In contrast, something like the PoP elemental armors require several very rare components, so they might have an increased chance of skilling up on each combine. . (The capability to add an enhanced chance to skill up is already live, but so far, no recipes use it.) Once again, this is an issue that will take time to ensure the skillup chances are approportioned fairly.

    In addition, all the DoN armors and the Omens tradeskilled augments will carry an enhanced chance. Absor mentioned that some very difficult items could get a 10% chance to skill up (this number is still under discussion and may be raised or lowered, but they seem comfortable with it for a first estimate), which means that on average, you could skill up to 300 with about ten combines per skillup. For comparison, with the old formula it would take an average of 20 combines per skillup (meaning a reduction of 50% in average combines needed); and with the new formula as it stands now, people have been seeing much higher combines per skillup. When the per-combine chances are implemented, they should significantly ease the skillup pains people are seeing at the high end.

    Finally, the devs are not averse to adding new recipes to fill in any gaps in the progression of both trivials and power levels of items. They haven't decided yet whether these recipes will be part of a new expansion or free for all players. Either way, these will not be coming soon; the recipes would have to be made after the previous adjustments had gone live and been evaluated.

    I asked about when these changes were going live. They said they hope the changes can be made in time for the next patch (not the one on June 22) or the one after that, but due to the scope of the changes, this is not an issue they want to rush. And personally, I'd be much happier if I knew they had taken an extra week or two to vet the changes and make sure it all made sense.

    Our talk about DoN tradeskills meandered on a bit, and we chatted a bit about the DoN kill/collect quests for the DoN cultural augment books. I pointed out how aggravating it is for one person (the one doing the quest) to have to loot each item personally. If I am the tank, for example, I rarely have the chance to loot; I'm too busy controlling the next mob or tanking the current one. This is why groups have one person designated as looter. We discussed the possibility of allowing any person to loot but still updating the quest counter, but apparently this would run into code issues. Nevertheless, they did make a note of this issue and said they'd talk it over with the code people.

    Another topic we discussed was fletching. Absor flatly stated that fletching was messed up as far as skilling up. This is something the devs know about and they're actively working to get some alternatives out there.

    I asked them whether it was still necessary to have Tanaan containers, particularly brew barrels and forges, given that PoK is now a free zone for all players. After some discussion, they agreed that this would be an easy enough change to implement, and they said they would review whether there was still a real need for Tanaan-specific containers.

    We went on to discuss several other subjects from my list of questions, but I'll include those updates with tomorrow's responses. I also handed them an additional two pages of questions collated from postings made after I'd sent them the initial Big List. (I think Absor now believes my goal in life is to deliver whole trees' worth of paper to him just to make him think!)

    I'd like to thank all four of the developers for taking time out to chat with me. I know that there's a lot they can't really tell us, but I found them to be refreshingly open and candid. I thoroughly enjoyed my time with them, and I hope to have more questions and answers with them tomorrow at the tradeskill panel.
    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
    Thanks for taking the time to write that up Kyros, your work is appreciated
    Xodar - Tribunal server
    Bhur Gcairde
    Blacksmithing 285 M3 +8%, Baking 269 M3+8%, Tailoring 262 M3+8%, Fletching 300 M3+12%, Brewing 255 M3+8%, Jewelry 300 M3 +12%, Pottery 300 M3+12%

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    • #3
      Thank you! Lots of good stuff. I'm happy the DoN armor will get some review. I know plate AC is tops! but the rest of the stats are quite behind the tier 1 oow and don cyrstal armor.

      Master Artisan Xulan Du'Traix
      Dark Elven Scourge Knight
      Sanctus Arcanum
      Drinal
      My Tradeskill Services

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      • #4
        Thanks for the time you spent in discussions, and for your reporting back so fast.

        I have accepted the tailoring getting "adjusted" early. However my problme now is those pesky Great Reptile Hides. I just cant seem to get them, and thus cant use DoN as a skill up path. /sigh Otters need to die too I guess 8^)

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        • #5
          Go otter-harvesting quickly then, the trivials are due to be adjusted along with the Mistletoe Cutting Sickle and others in the next major adjustment Hoping that I can stockpile a fair amount of materials for some serious skill runs before the DoN skillup adjustment goes live, will be a true blessing for my dwarven junior smith.
          Last edited by Aleksandros; 06-11-2005, 07:15 AM.
          Aleksandros Baelmah
          70 Arch Magus, Infinite Jest
          Green Lantern, Felwithe Sector, Norrath, Xegony
          Journeyman Artisan
          Expert Smith (266)
          Spell Research (197)
          Journeyman Fletcher, Baker, Brewer, Jeweller, Potter, Fisherman (200), Tailor (212)

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          • #6
            Any mention of DoN cultural armors being made guild tributable (sp)?
            Nature Goddess Daine Thornytree of the Dilidruids
            Master Artisan of the 7th Hammer

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            • #7
              As near as I can tell the message is:

              they'll revisit DoN armors
              they'll review alchemy soon
              they're actively working on new fletching recipes
              they'll review the need for Tanaan containers
              there will be a full spectrum of trivials in each tradeskill, rather than clumps of trivials at certain sets
              they hope the changes can be made in time for the next patch or the one after that
              new recipes will be considered only after other changes are done

              also:
              didn't know about leg slot type 12
              changing tailoring trivials back now would just cause more aggravation.
              all the DoN armors and Omens augments will get enhanced chance of skillup.
              very difficult items could get a 10% chance of skillup (as opposed to 5% like they have now).

              My thoughts:

              Some of this is encouraging, in a vague 'good intentions' way. But I'm a details, information, and promises kind of person.

              Where exactly is the communication breakdown that they wouldn't know about leg slot type 12? This is a sign that something is very wrong.

              'next patch or the one after that' is what they've said for months, ever since the first tailoring trivial changes.

              Getting rare ingredients is more than twice as hard as getting common ingredients, so changing skillup rates will make little difference... plus we might not even be able to tell which recipes have the enhancement. Also keep in mind that most enhanced recipes will get less-than-10%.

              Fixing tailoring trivials would cause aggravation? For whom? And in any case, isn't game balance more important than a little aggravation? The balance between tailoring and smithing is way off, and in the extreme it even affects the balance between casting and melee classes. A little aggravation is the least of our problems.
              83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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              • #8
                Originally posted by Foddwin Rottinluk
                Thanks for the time you spent in discussions, and for your reporting back so fast.

                I have accepted the tailoring getting "adjusted" early. However my problme now is those pesky Great Reptile Hides. I just cant seem to get them, and thus cant use DoN as a skill up path. /sigh Otters need to die too I guess 8^)

                I remember seeing reptile hides on VP raid, heh but no way the best way to get them.
                Rendael Brigh, Lord Protector
                Tholuxxoulous
                Master Smith 255
                Brewer 248
                Jewelcrafting, Fletching 200

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                • #9
                  For the record, they did NOT say that the changes would be in the next patch or two. They WANT to get them by then, but that is NOT certain at all. Please don't misunderstand; they did not promise a date.
                  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

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                  • #10
                    i know i'm jsut being picky but could you ask them to revisit the hundreads(thousands) of recipes that we have enver seen from expansions long ago like kunark and forward? i still say giving clues or hints to what is already in game would be easier so they could spend more time addressing more serious and/or complicated matters. or at the very least ask why they couldn't do it

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                    • #11
                      Um. If we've never seen the recipes, how do we know they're there?

                      If you have something specific in mind, let me know and I'll see if I can ask them through email or something. The Fan Faire ended just a bit ago, save for the late-night partying. I'll have a write-up of the tradeskill panel results tomorrow. I'm just too tired tonight.
                      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

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                      • #12
                        Thanks!

                        Awsome post Kyros, thanks.
                        Arfyak Reflux
                        "Is that fresh, killed today?"
                        of Brell

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                        • #13
                          Originally posted by KyrosKrane
                          Um. If we've never seen the recipes, how do we know they're there?
                          Once.. prolly a year or so ago, maybe a little more.. the Devs at one point did say that there were 3k+ recipes we didn't know about, but that was before the tradeskill UI change.. I'm sure alot of those recipes are now *known* somewhere even if no one pays attention to them. I mean really, has someone sat down with each tradeskill UI open and done a comparative search from 0-335 of what recipes are listed in each tradeskill ui against the EQtraders database? talk about time consuming.... and NO Kyros, I'm not volunteering either . thank you very much.

                          Alliance Artisan
                          Proud owner of Artisan's Prize.

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                          • #14
                            Originally posted by Elyssanda
                            Once.. prolly a year or so ago, maybe a little more.. the Devs at one point did say that there were 3k+ recipes we didn't know about, but that was before the tradeskill UI change.. I'm sure alot of those recipes are now *known* somewhere even if no one pays attention to them. I mean really, has someone sat down with each tradeskill UI open and done a comparative search from 0-335 of what recipes are listed in each tradeskill ui against the EQtraders database? talk about time consuming.... and NO Kyros, I'm not volunteering either . thank you very much.


                            that's whati was referring to. i know i compared a few of the new UI to the lsit on this stie and had msot of the recipes in it. we ahve things like karanas salad for instance unless someone figured it out and ahven't told me. or things like GoD muramite poison. my rogue is annoyed he can get the bile but can't make poison out of it heh

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                            • #15
                              Originally posted by Elyssanda
                              Once.. prolly a year or so ago, maybe a little more.. the Devs at one point did say that there were 3k+ recipes we didn't know about, but that was before the tradeskill UI change.. I'm sure alot of those recipes are now *known* somewhere even if no one pays attention to them. I mean really, has someone sat down with each tradeskill UI open and done a comparative search from 0-335 of what recipes are listed in each tradeskill ui against the EQtraders database? talk about time consuming.... and NO Kyros, I'm not volunteering either . thank you very much.
                              I'm pretty sure that it was not 3k + RECIPES...it was ITEMS...which includes dropped items, results from unsolved quests, etc and not just tradeskilled items
                              Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                              Silky Moderator Lady
                              Beneath the silk, lies a will of steel.

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