When I played SWG, tradeskills there were a bit different, not better or worse just different. In SWG, there was a set number of combines for you to skill up, rather than a random skill up. I am not sure if I like this method or not or any other tradeskills idea there. However, there was one thing that I thought was a good idea and want to share it.
When you do a combine in a container in SWG, you had two choices: make the item or combine in a practice mode. If you did practice combine, you got more points towards your next level but you would not get the item. If you wanted the item, you did a regular combine but you got less points.
What if we adapt this idea to EQ? One of the reasons why some high end tradeskill items are rare drop is that the developers don't want to flood the market with high end final combined items. If they give us ability to choose between making the item versus practice combine and on practice combine, this method would eliminate a lot of that. Make the practice twice as likely to skill up and that would make us happy without giving us too much advantage.
Since much of the items would go in to practice mode, assuming there are endless reasons to skill up like the new trophy, they can provide higher drop rates on rare items since most of the drop would be gone after the combines anyways. The plat sink would still be there since we still have to pay for items to combine but now the end results would not be available to sell. This would make skilling up easier but not total easy since RNG is still involved. What are your thoughts on this?
Taushar
When you do a combine in a container in SWG, you had two choices: make the item or combine in a practice mode. If you did practice combine, you got more points towards your next level but you would not get the item. If you wanted the item, you did a regular combine but you got less points.
What if we adapt this idea to EQ? One of the reasons why some high end tradeskill items are rare drop is that the developers don't want to flood the market with high end final combined items. If they give us ability to choose between making the item versus practice combine and on practice combine, this method would eliminate a lot of that. Make the practice twice as likely to skill up and that would make us happy without giving us too much advantage.
Since much of the items would go in to practice mode, assuming there are endless reasons to skill up like the new trophy, they can provide higher drop rates on rare items since most of the drop would be gone after the combines anyways. The plat sink would still be there since we still have to pay for items to combine but now the end results would not be available to sell. This would make skilling up easier but not total easy since RNG is still involved. What are your thoughts on this?
Taushar
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