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  • Fan Faire Discussion Topics

    As usual, I plan to head to the Fan Faire, and as usual, I plan to pester the tradeskill devs to distraction.

    What tradeskill topics are worthy of discussion at the Fan Faire? Post your ideas here and I'll collate a list. Ideally, include a short paragraph explaining why you think your topic should be brought up at the Faire; I may not be familiar with the topic, so any info you give will make it easier for me to explain.
    • Removing success cap on GM armors
    • Progress in "fixing" fletching and tailoring
    • Rarity of drops for cultural items (but based on Ngreth's prior postings, there's a good chance this will be fixed by the Fan Faire)
    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
    Please discuss the future of Poisonmaking. As things stand right now Poisonmaking is a broken skill. The resist rates on modern mobs to poisons make them virtually useless, stackability issues with old world poisons make them inconvenient, difficulty of attaining ingredients for newer poisons (OoW era) and total lack of new poisons since OoW release are some issues to discuss. Add to this the fact that there is no marketability for Posions as they continue to be purely Rogue useable.

    In contrast, Alchemy has received a 100% overhaul, including throwing potions which duplicate the effects of many rogue poisons while including substantial resist modifiers that are usable by many classes. Spell research and tinkering have also received substantial attention lately, leaving Poisonmaking as the sole class/racial skill left untouched.

    I am happy to see Alchemy getting some well deserved attention, and use the results of our hardworking alchemists often. I hope that Poisonmaking can receive the same kind of attention soon. There are some fun quests around poisonmaking, but in all practicality the skill itself is dead.
    Last edited by halcea; 02-27-2006, 02:44 PM.

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    • #3
      Poisons

      Seconding Halcea on the poison issue. Alchemy has actually had TWO revamps now. Poison has had some minor tweaks, and the multi-dose poisons helped a little.

      However, Alchemy has a great market, poisons? NONE. Basically we use them ourselves, and the usefulness is marginal at best.

      A couple of ideas to toss out...
      Make Alchemy do "beneficial" effects... make poison do detrimental stuff. So give poison makers the ability to sell throwing poisons, Damage shields, proc buffs, etc. I'm sure alchemests would pitch a fit, but

      At the very least allow us to make and market something useful. Unfortunately quite a lot of that is already taken by alchemy. Maye at least let us sell poisons that proc like our existing "PoP" poisons that can be used by anyone.

      Also, revamp all the OLD single dose poisons to stack and use the potion belt!
      Change the Old-style ones to be proc-ing like the new ones. If worried about they might be too powerful keep them as 1-shot by adding a max-hits limit to the spell effect.
      Khirith of Tarrew Marr Xev Druzzil Ro

      Comment


      • #4
        Muahahahahhahahah!

        I'd just like to point out that Kyros is definitely NOT why I moved to a new game dev team... definitely not.... nope, nuh-uh.

        Unfortunately, I doubt I'll be able to attend this year's FF (our game isn't showing yet), but I look forward to seeing all the writeups. Keep up the good work, guys.

        /derail off

        Comment


        • #5
          Hum. I think I'll play dumb and take Tanker at his literal word. < evil grin >

          Now come on, was I really that bad? =)
          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


          • #6
            Originally posted by Tanker
            Unfortunately, I doubt I'll be able to attend this year's FF (our game isn't showing yet), but I look forward to seeing all the writeups. Keep up the good work, guys.

            /derail off
            Feh. Then how am I going to get to say hi to you? {sniffles, then eyes him sidelong to see if the pitiful halfling look is working}

            Guess I'll just have to invade the office this Friday {wicked grin}

            Meanwhile, can't wait to see some of the rest of you at this year's Faire!

            Comment


            • #7
              Also need to ask about the Mana Crystals and making the Token of Service tradable (for the Phylactery quest).
              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


              • #8
                Do we still need the 'Tannen" version for tradeskill fixed containers now that POK is open to all? Stuff like acid wash can only be made in POK stills, which is a pain.
                Greym Greymantle, Windcaller of Tunare
                GM Fletcher + Smith The Rathe "Rangers don't get lost they explore"

                Comment


                • #9
                  Indeed those Tannan/Coldain only types of combines are getting archaic...

                  What about: "Why does the Bazaar has pretty much all the stationary combine containers besides brewing?" It has never made sense to me to have to zone to Shadow Haven or PoK to perform those combines...
                  Fonceur L'encaisseur
                  Noble Blade
                  The Rathe

                  Comment


                  • #10
                    Originally posted by Fonceur
                    Indeed those Tannan/Coldain only types of combines are getting archaic...
                    It's also worthy to note that the tradeskill devices in the Guild Hall are not Taanan, just regular. Always been a huge pain.




                    Comment


                    • #11
                      Haven't had much opportunity to tradeskill since coming back to the game, but one thing that I think would be nice to have is Tradeskill merchants in the Guild Hall...someone standing nearby the appropriate world container selling the most commonly used items--clay, ores, herbs, etc.

                      They already have the Augment distiller merchant in the Guild Hall, so it can't be too difficult to code additional merchants.
                      Sir Carmaris Stoneheart
                      Dwarven Lord Crusader
                      Beezle Bug
                      High Elf Templar
                      Bertoxxulous
                      Debeo Amicitia

                      Comment


                      • #12
                        How about putting the names back on the cultural forges in the home cities. Nothing more annoying than having to try and tell someone they at the wrong forge when you can't tell the difference except to memorize where they are.
                        Shawlweaver Sphynx on Cazic Thule
                        Master Artisan Aldier on Cazic Thule

                        Comment


                        • #13
                          Cultural forges do have their names back now -- at least, the human one in Qeynos does.
                          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


                          • #14
                            My question would be - why are there tradeskill caps? Think about it before flaming please.

                            Comment


                            • #15
                              Oh oh oh!
                              Am I the only one here who DETESTS the Sucess/fail rate on radiant cut augs?
                              *lights torch*
                              KEEEL TEH AUGS FAIL RATE!

                              oh yea. and if you pass the chance to radiant cut it, then

                              KEEL TEH FAIL RATE WHEN ADDING A "Mark of XXXX" TO AN AUG

                              KEEL THEM DEAD

                              I think the fail rate of the inlays for the augs is acceptable, but all of them combined make me loose so many hairses! and so much of my wallet!
                              Angry Bakeing Iksar formerlly of Vallon Zek, now gimping up the Bristlebane server

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