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Why no +15% trade skill items, ouside Lucin

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  • Why no +15% trade skill items, ouside Lucin

    I would sure like to get my hands on an item to add+ 15% to my smithing.. BUT there are only 2 that I know of:

    1) Named in VT ... Soooo I have to get myself and a bunch of guild mates/friends to complete their VT key ( which NO one is doingnow a days)..

    2) Raid in the Sssssra temple and kill the Creator dude many times
    until he drops the wanted item. ( need special key to even get to him)..

    Can they add some of these items to OOW, GOD, DON or DoDH zones???

  • #2
    The 15% mods were deemed way too powerful for tradeskilling. Rather than remove them from the game, they just stopped making them and progression limited their flow back into the game. The advantage gained by having a 15% mod over someone who did not/doesn't is huge.
    Lickity

    *GasP* 300 is my new target!!
    "Hoping the grass is once again greener on SOE's side of the fence."

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    • #3
      I don't know what race/class you are, but the 10% belt from Sanctus Seru is much more accessible these days than either of the 15% items. Should be single-groupable fairly easily. (Though that doesn't do you any good if you're not the appropriate race/class.)
      Velurian
      70 Enchanter, E'ci

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      • #4
        The advantage gained by having a 15% mod over someone who did not/doesn't is huge.
        Heh, I'd say that the shears save about 500kpp when skilling up tailoring, just because you can use ethereal silk and cured ethereal energy to skill up from 193 to 212.

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        • #5
          Dwarven pallie here... Well I have been working on my VT key.. Need 1 more shard from AC, my emperors key and wierd green metal.. AND of course a raid to kill the emperor, but not many doing that now... I think i can not use the 10% item.. Oh well..

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          • #6
            I think the 10% belt is only for races that can be beastlords.

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            • #7
              Originally posted by Lickity
              The 15% mods were deemed way too powerful for tradeskilling. Rather than remove them from the game, they just stopped making them and progression limited their flow back into the game. The advantage gained by having a 15% mod over someone who did not/doesn't is huge.
              Even 10% was apparently deemed too much for JC - the Gem Encrusted Choker stopped entering the game when the Acrylia Ring of Fire was revamped, and never reinstated or replaced.

              (I've got one though /smallgloat)
              Nichola Smith
              Archon of Erollisi Marr
              Tunare

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              • #8
                That particular example probably has nothing directly to do with 10% JC and everything to do with Ring of Fire being a ludicrous risk vs reward ratio (ie all reward and no risk).

                Also there's the fact that many Luclin concepts/zones/idea/whatever got really shaken up because SOE took over from Verant just at that point in time. Thats why Luclin seems so incomplete in certain aspects.

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                • #9
                  Originally posted by Qaladar Bragollach
                  Also there's the fact that many Luclin concepts/zones/idea/whatever got really shaken up because SOE took over from Verant just at that point in time. Thats why Luclin seems so incomplete in certain aspects.
                  When SOE eliminated Verant Interactive, Inc, already an SOE company at the time, nothing changed. It was still teh same people running the game, same DEV team, same QA, same management for over a year after. Not until McQuaid left sometime after to form Sigil did the Everquest Team make major changes.

                  Luclin is incomplete because Verant/SOE promised things they could not technologically deliver at the time. They put the cart before the horse so to speak. Shadows of Luclin's numerous issues had nothing whatsoever to do with a coporate transfer that was basically paper only in terms of transition.
                  Gherig McComas
                  Coyote Moon
                  Test Server

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                  • #10
                    I'm not talking about technology I'm talking about content.

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                    • #11
                      Originally posted by Phantron
                      I think the 10% belt is only for races that can be beastlords.
                      Don't know which races can be beastlords, but it's all the large races:

                      http://lucy.allakhazam.com/item.html?id=26511

                      Which rules out dwarves, in any event.
                      Velurian
                      70 Enchanter, E'ci

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                      • #12
                        Originally posted by Aethn
                        When SOE eliminated Verant Interactive, Inc, already an SOE company at the time, nothing changed. It was still teh same people running the game, same DEV team, same QA, same management for over a year after. Not until McQuaid left sometime after to form Sigil did the Everquest Team make major changes.

                        Luclin is incomplete because Verant/SOE promised things they could not technologically deliver at the time. They put the cart before the horse so to speak. Shadows of Luclin's numerous issues had nothing whatsoever to do with a coporate transfer that was basically paper only in terms of transition.
                        As I recall, a number of the developers left during or immediately after the Luclin launch. Nobody outside of the dev team can know for sure why Luclin turned out how it did, but it is clear it was released too early. (Anyone who had to deal with the Luclin launch knows this)

                        Regardless, the shift in design principle between Original EQ/RoK/Velious/Luclin and the later expansions is clear and is almost inarguably a result of the wide-spread 'changing of the guard' that occurred within the EQ dev team.

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                        • #13
                          That particular example probably has nothing directly to do with 10% JC and everything to do with Ring of Fire being a ludicrous risk vs reward ratio (ie all reward and no risk).
                          When RoF first came out, that was true. And the uber guilds would farm the ring, leading sony to nerf it. It became doable by the ubers, and not doable by the guilds for whom it was originally designed, with drop rates tuned for the uber guilds, and as a result, people stopped doing it. My guild did the ring a couple times before it was removed from the game and we'd go 2 hours with no loot dropping. Or when loot did drop, it was the weight reducing bag, and nothing else. Like how the vulakerr loot pinyata is now a very long ring event to get the guy to spawn. I don't know about you but 6-8 hour raids aren't why I play this game.

                          There was 1 guild on 1 server who did the quests to get the key to enter the castle (think vex thal key grade collecting hassle topped with a coldain ring war needed for each person wanting a key), and as patches would break the scripts inside acrylia castle, that one guild would no longer be able to raid there. So the decision was made to remove the key from the game and open the castle to everyone when the zone was revamped (the raid ring-events were also removed from the game).

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