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  • #16
    Another item might be the balance and availability of Master's level DoN drops. I know it has been brought-up before, but they are not equal. I will only comment on the smithing items as I am unfamiliar with the tailored items. It would be nice if all drops had at least 2 zones from which they can drop, which are non-keyed/flagged. Any keyed/flagged zones should be only a 3rd option.

    I used non-keyed to also mean non-flagged.

    yttrium ore: Drop in multiple zones from multiple mobs. I practically trip over the stuff when I set foot in Luclin. I don't believe there is any problem with this drop.

    pile of gravel: drops in 2 non-keyed zones of which I am aware: the hole & PoN. I usually get 0 to 2 in 30 minutes of killing gargs in either zone.

    midnight stones: drop in 1 non-keyed zone, from multiple mobs. Usually end up with 0 to 1 in 30 minutes of killing in the garg area (nightstalker drop rate has been painfully bad for me). I think I've gotten one from hobgoblins but I can't remember (only done them once for my xp buff)

    great reptile tooth: supposedly drop in 1 non-keyed zone and 1 keyed zone: PoN & PoEarth. (never even seen one drop but I'm going off of posts). Someone who has more knowledge of this drop please post.

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

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    • #17
      Research component drop rates are fine in my opinion, I have gotten 6 73 rights in 3 hours of camping PoM before, within the last week I will add, it is just the rng one way or another, that is a lesser concern than the fact that I can not raise my skill above 227, now research componenets to raise said skill above 227 once that trivial level is raised are a concern yes, but RGC is a 180ish skill combine, lets not confuse rare drops for rare spells with a lack of skill up path.

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      • #18
        Originally posted by KB1
        Research component drop rates are fine in my opinion, I have gotten 6 73 rights in 3 hours of camping PoM before, within the last week I will add, it is just the rng one way or another, that is a lesser concern than the fact that I can not raise my skill above 227, now research componenets to raise said skill above 227 once that trivial level is raised are a concern yes, but RGC is a 180ish skill combine, lets not confuse rare drops for rare spells with a lack of skill up path.
        First, if you got 6 of Yaeth's 73r in 3 hours in PoM, you got very lucky. You could just as easily had 0 drop in that time. 1-3 drops would be typical.

        That aside, the calls for increased drops of research components was not meant to apply to rare spells like this, but to ones that could be used to provide a skill up path. I have an enchanter with 200 research that got most of his points by doing combines and I would not like to do that again given the reduced numbers of components I see on vendors, npc or bazaar. My necro has 195 and got almost half his points from training with a guildmaster, an option that is not available now.
        Master Artisan Taadieri
        Sanctus Arcanum - Drinal (formerly Tarew Marr)

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        • #19
          First I guess we have to define 'rare' -- to me, in the context of spell research, it is how available a particular component is, whether dropped or available in the bazaar AT A REASONABLE PRICE.

          Here is a speadsheet I did to help me look for components to skill up (boy I hope the bazaar vultures dont use this against me!). I have focussed on chanter and druid spells because those are my two main characters (high 50's and low 60's) and the limit of the various combinations my mind can manage to search for. There are of course, shaman and cleric spells, too, but my head starts swimming with all the extra combinations of runes and words and substances.

          http://www.geocities.com/arrdour/

          Perhaps the best way to identify the components that are 'rare' is to look at the components that do NOT have a number next to them (i.e., the components I have not been able to collect in playing for almost two months at least 3 hours a day on average between drops and vendor mining and asciduous bazaar searching (not paying more for a component than the spell sells for is my rule of thumb).

          I can certainly understand that some who want to profit from the limited availability of components to make and sell spells will object to my suggestions. However, I am not interested in increasing the drop rate to make plat from selling the spells, but rather as viable skill up options so that I can my skill to make, with a reasonable expectation of success -- my own level 60 spells.
          Last edited by ruodrra; 07-30-2005, 09:06 PM.

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          • #20
            Originally posted by Taadieri
            First, if you got 6 of Yaeth's 73r in 3 hours in PoM, you got very lucky. You could just as easily had 0 drop in that time. 1-3 drops would be typical.

            That aside, the calls for increased drops of research components was not meant to apply to rare spells like this, but to ones that could be used to provide a skill up path. I have an enchanter with 200 research that got most of his points by doing combines and I would not like to do that again given the reduced numbers of components I see on vendors, npc or bazaar. My necro has 195 and got almost half his points from training with a guildmaster, an option that is not available now.

            I believe you just said what I said. Yeah it was a weird nite, but it isn't that rare, if all you do is kill the little hamburglers on the outer wall then yeah, the drop rate is gonna be horrendous. What I am concerned with is the drop rates on higher lvl trivial items, the path that will be available, etc. Sorry if I didn't make myself clear enough.

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            • #21
              You can always re-visit an older expansion like LDoN if you need RGC spell (yet to actually see anyone complain about not being able to find it to make Argli swatches for robe tailoring skillups ... it's mostly ppl wanting it to make RGC to sell/use ... and since the spell IS available through an alternate means, arguing that the drop rate is not to your liking is counter-productive. The Devs. know what it's main demand is for, and have already provided a means to acquire that .. either by doing LDoN missions and earning points to buy the spell (heck, not like ppl with extra points don't buy copies to sell) or you can obtain the page as a suitably rare drop in zones such as the afore mentioned revamped PoM (wow, gotta love not having to get to the ends of NToV to find the zoneline now!)).

              On another note, it would REALLY be nice if the enchanted large bricks stacked like the unenchanted do .... Enchanted Large Bricks of Steel don't stack either, yet the Large Brick of High Quality Ore do.

              A Small Bottle of Soy Sauce, some GM said it's in game ... but a friendly poke into the right direction (either as putting a recipe in game on some NPC, if it's something that can be player made (I'd figure PoJ might be suitable, since such a diversity of prisoners?) .... or a general hint from Chef Chowderly as to where HE obtained HIS soy sauce to come up with the recipe) ... could definately easy some frustrated bakers. Just because someone acknowledged it's in the game, doesn't mean that there is a working recipe for it, or that it's actually made it into any drop tables ... <cough> Karana Heartfruit Salad <cough>.

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              • #22
                Non wood elf / non Karana Fletching path from 282 - 300

                I am not sure if this is included in the Skill Up Paths to 300 but it should definately be addressed.

                The wood elf / Karana race people can get to 300 fletching using store bought items.

                As for the rest of us, many people have already mentioned the impossibility of getting to 300 fletching with planar bows because an entire server does not have the amount of supplies necessary to allow 1 person to hit 300 especially after the smoothing of skill ups beyond 250 necessitates an extra 20% more combines to skill up.

                One thing that proves this is unfair. Look at the 2100 club. Notice how many druids/rangers are on it? ALL OF THEM ARE DRUIDS OR RANGERS. i.e. the people who can actually use store bought items to get to 300 fletching.

                Number of non druid/ranger Tunare/Karana race in 2100 club. ZERO.

                This data is from the same thread on this forum.
                http://mboards.eqtraders.com/eq/showthread.php?t=21146

                The proof is serverwide NOT A SINGLE non tunare/karana fletcher has made it to 300. NOT ONE. Across ALL servers.

                That alone should be proof that Fletching post 282 needs to be addressed for ALL the rest of us.

                P.S. To add insult to injury Wood Elves also have a very easy method to get to 300 tailoring via DON symbols requiring the very easily obtainable Shissar scales, compared to pretty much every other race requiring almost impossible to farm or super rare items, like Giant Reptile Hides or Crushed Diamond Dust. Not that this is new, but maybe the DON Tailoring skill up paths for every race but Wood Elf should be looked at as well.



                Celeste

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                • #23
                  Here's the revised text for the super-trophy idea:

                  Tradeskill Super-trophy
                  Could we get some kind of super trophy for multi-tradeskill GM's? Here are some ideas on what could be done in this vein.

                  A tradeskill super-trophy is defined as a trophy you can only obtain once you have all seven tradeskill trophies (excluding alchemy, poison making, tinkering, and research), or one that requires 300 in all seven general tradeskills, or both.

                  One possibility is a combine that requires all seven trophies plus some other item, yielding back six normal trophies and one super-trophy with increased stats or abilities.

                  Another option is for a no-fail combine of all seven trophies in a quest container to yield the super-trophy.

                  Consensus seems to be that the super-trophy should give a skill bonus for all tradeskills. This is the preferred option. However, the developers have indicated that this may take a disproportionate amount of time to implement. An alterative would be to make the super-trophy with no tradeskill modifiers at all. A player would combine the super-trophy alone in a forge and it would return the super-trophy and a no-drop, no-rent, lore item with a bonus to smithing; it could be combined in a tailoring kit or loom to yield a tailoring-boosting item, and so on.

                  Another popular option is to have the super-trophy give a 10% bonus to tradeskills. A single item that has +10% to all tradeskills would be superb; alternately, each of the no-drop, no-rent, lore items discussed above could have the 10% mod.

                  Could the existing tradeskill trophies be adjusted so that each yields a unique 100% WR bag? Thus, a person with three trophys could get three different 100% WR bags that don't poof on logging. This was mentioned as being possible in the past.


                  Changes:
                  * Bumped up skill requirements to 300 per skill
                  * Removed the comments about exceeding the skill caps since they no longer apply
                  * Changed the discussion of reducing fail rates as all classes now have crafting masteries. Instead, it now proposes a 10% skill mod.
                  * Rephrased the request for skill mods.
                  * I was temped to add in a link to my own proposal, but I don't know if that would be appropriate. Add it if you feel it's a good idea. Link is http://eqforums.station.sony.com/eq/...1446&jump=true

                  Edit: Changes part 2: Corrected some spelling errors and clarified one idea.
                  Last edited by KyrosKrane; 08-03-2005, 08:54 AM.
                  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


                  • #24
                    Originally posted by greebmushroome
                    (also, as a formatting note, you might want to make the sub-points of 7 all use the same outline numbering system... it currently has, 1, II, C and 4).
                    Yeah, that's supposed to be a joke.




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                    • #25
                      In my opinion, a super trophy for 7 trophies or for the 1750 club would be a great addition. If this is linked to the 2100 club type skill, it will effect so few in game as to not be worth it.

                      The other type of super trophy - that for 300 in one skill - would be better still IMHO. I really don't want to learn Fletching, but I'm proud of my 300 JC.

                      Obviously I have no idea how the coding works, but perhaps the bonus go on an Aug, and the super trophy could summon and hold the different skill bonus on aug slots. Or - maybe this idea is above - the quest to get the Super trophy could give us a special AA, like DoN progression and Veteran Rewards do. Then we don't need to carry it around

                      If we want to help more of us now (I do!) the idea of the 7 bags being different could be done straight away.

                      It is related to storage, but it's also just a pita factor with all the different containers and tools - I think too many tools and containers is getting worse each expansion and this should be mentioned as a specific. I think the dev forget that some of us are still enjoying things form Velious and Luclin. Do I need my reinforced jewelry kit, or my velium smithing hammer? No back to find a Coldain Tanners kit - or do I need a cultural needle? Zoiks!
                      Obina Redemptus

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                      • #26
                        Originally posted by Nolrog
                        That's not a bad idea. Do you have a list of exactly what is too rare (besides the fabled Yaeth's pg 73 right of course.)
                        Toharens page 22 is rare to (used for divine intervention) in 100+ hours farming CT i have gotten excactly 1 yaeth's page 73 right and 1 Toharen page 22.
                        Imo they arent exactly to rare, its 2 extremly good spells (especially DI) and i doubt the page is more rare than the spell it self.
                        What is a problem with research (beside no skill up patch after 227) is the multitude of recipes who all need rare items to skill up on.
                        In general then any recipe for magician spells above 202 is rare (as a comparison i can farm items in any other tradeskill and get at lest 5 times as many in the same amount of time).

                        Confusing:
                        After 2+ months of stockpilling research items i have around 170 slots filled and only 4 or 5 is dublicates (as in i have more than 1 stack).
                        Other tradeskills have well defined paths (tae ew blood vials (smithing), Othmir furs (tailoring), and so on) where as research you can just stockpile and hope.

                        Another problem is the items who is used for diffrent spells.
                        Take words of virtue its very rare and is used for (ex transons elemental renewal) who is a rare spell but its also a component in alot of very common spells who will never get researched, since none will ever waste words of virtue on them.
                        If posible remove the rare words from common spells and replace them with common research items (common as in they are much more likely to drop of mobs), that will provide a way to skill up.

                        I know you have mentioned it but just to add, it should be posible for all Int casters to research any spells be it wizard, necromancer or enchanter + (the priest class and hybrids if it gets put in) that would also provide more skill up avenues.

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                        • #27
                          I agree with the rant above.

                          Fletching should not be limited as much as it is. Give the Ogre a break here.

                          Would like to see coding to increase the stacks to 40+, why are stacks limited to 20? Along with this anything that is used in tradeskilling should have a stackable flag added.

                          -Karim

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                          • #28
                            Originally posted by Nolrog
                            4) Mass Combines With One Click - NEW item added with the 6/3/05 update
                            How? I've tried and couldn't figure it out.

                            Even with combines over 200 points below my skill!
                            Draggar De'Vir
                            92 Assassin - Povar




                            Xzorsh
                            57 Druid of Tunare - Povar
                            47 Druid of Tunare - Lockjaw

                            Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

                            "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

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                            • #29
                              I'd like to see trophies get a higher bonus, like 10% and research needs some more recipies. Personally, I think most PoP, GoD and LDoN spells should be researchable.
                              Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
                              Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
                              Celestial Navigators, Maelin Starpyre

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                              • #30
                                Originally posted by Draggar
                                How? I've tried and couldn't figure it out.

                                Even with combines over 200 points below my skill!
                                The item was added to the list, not to the game.

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