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What do you think fellow tradeskillers?

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  • #16
    forage on the other hand as mentioned earlier..
    id love
    i hate not being able to forage anything good as an iksar..
    rarely if ever get anything at all with the skill capped at 50..
    Ddemons Ddemise

    200 Fletching
    200 Brewing
    201 Tailoring
    198 Baking
    100 Jewelcraft
    100 Pottery
    152 Smithing

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    • #17
      Originally posted by Chakua
      Poison could change for all I care. It's a useless rogue skill that very few use. We can only sell it to other rogues that can make it as easily as we can. Nobody that I know uses poisons so I don't care if every class got to make it. Good riddance. This is only my opinion, however. From a RP standpoint, I could see this also being a Shammy skill. Herbs and ingredients can be as deadly as they are useful. A shammy would have knowledge of both.
      Many rogues I know, including myself would disagree with this statement.

      I like making poisons and I use them frequently.

      As far as the question at hand, I agree tinkering should be left to the gnomes. We have enough tradeskills to drive us collectively batty.
      Last edited by Xaxony; 07-30-2006, 09:38 PM.
      [75 Shadowblade (Rogue)] Xaxony Silentshadow (Wood Elf) Council of Dragons ZONE: Fennin Ro
      Journeyman Artisan, Master Poisoncrafter
      [69 Maestro (Bard)] Skyai Blue`Seas (Half Elf) Council of Dragons ZONE: Fennin Ro
      Apprentice Artisan

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      • #18
        I hate the fact certain very useful combines are restricted by race/class. Cultral armour I can understand, every race has it. However I need to skill up a tinker-bot to make AAAA parts, something that is very valuable to all races.

        I can understand "small" things being added to these skills, but OoW augs and the AAAA are in too much of a demand that these classes/races get new bonuses while other classes/races gain nothing.

        Maybe not gain the skills, but how about a way to make some of the more pivital items via other TS from doing some longass quest. IE gain the trust of a gnome that he teaches you just enough tinkering to make the AAAA via smithing, or OoW augs via brewing. Well, maybe not brewing considering how easy it is, but you get the idea.

        It seems odd people saying they don't want the races mixed up too much. But mid to high end raiders rarely care about race. Starting stats are irrelavent, most if not all racial abilities are redundent, it just seems like gnomes who gain from tinkering while everyone else gets nothing.

        Sorry for the rant... I'll shut up now.


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        • #19
          Not a good idea to open tinkering, forage, alchemy or poisons to those who can't do them. Having certain tradeskills restricted by race or class is a good thing, who wants their characters to be carbon copies of everyone else?

          While I don't want existing restricted skills opened up, I would like to see more race/class specific tradeskills or abilities. Add that to the 10,001 other things in your idea jar Ngreth.
          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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          • #20
            Here's one that I believe has just been missed.

            Certain foraging classes have been given foraging AAs. With 200 skill and the double forage AA that druids can get incredible amounts of foraged materials.

            Bards who get foraging capped at 50 (are there others) get nothing as a Class AA. And, while there is a Foraging Machete that increases the skill by a small %, it is basically worthless to bards due to the cap being so low as well as to druids since, as I have been told, they almost never fail a forage at skill 200 anyway..

            Bards should really get a Class AA that gives something like 3 levels where each level allows the skill cap 20 be raised an additional 20 or 25 points. Nowhere near the skill of 200, and it makes the Foraging Machette somewhat useful.
            Tomojo Wizard of the 67th house of the Seventh Hammer

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            • #21
              My 2cp.

              I am for tinkering and alchemy to stay the same.

              As far as foraging, I would say it is a tough call. I think most classes/races could have a role-playing chance to forage and is a skill that could be taught via quest, mission, etc. If it were made available, I would say it would have to cap out around 50 (or maybe open an "advance training course" for Iksars/Wood Elves to cap higher) for anyone "taught" the skill. You could probable add tracking to this category of "learn-able skill" as well, that is why I would not mind if it (foraging) just stayed the same. It could/would become to homogenized if we went down this road.

              I rolled a ranger, shammy, and gnome just for the skills they bring to the table, so opening the class/race limited skills maybe counter productive in the sense of having people try new things.

              However...

              I would not be adverse to seeing poison making/use open up to warriors (jack of all trades, masters of fun). I would cap them at 100 for skill though. To me, warriors would be logical users of poison in a limited fashion. They could learn the rudiments of the skill, while not having the time/devotion to master (or in this case grand master) the skill. Any poisons deemed game unbalancing could stay rogue only use-able/combinable. This gives warriors something more to work with, opens a side business in selling poisons for rogues (nothing like buying some poison from that shady person in the alley), and just makes sense (at least to me) from a role-playing perspective. Poison making has always been too limited (single class use), in my mind. All the rest of the skills benefit (or have the potential) everyone, whether it is making stuff for others or having a certain class in the group to do a needed function (tracking/pick lock/etc).
              Arfyak Reflux
              "Is that fresh, killed today?"
              of Brell

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              • #22
                *There is some type of program out there that lets non trackers track.

                People who want the all in one toons should play a different game. Part of the fun of EQ is vartiety and distinctiveness. Gnomes should be the only tinkers. Alchemists should have been the wizards. Shaman should have specd in disease reduction and healing.

                Foraging is fine the way it is. I find it a little disturbing that people would like to blur these boundaries. If that bluring would occur I would like to see AC and taunt potions available. And some DPS AA for druids. Most all of the Druid abilities can now be bazaar purchased. It would be good to be able to bazaar purchase warrior, rogue, pallie, and sk abilites also. My warr needs a good snare potion, as does my cleric. My druid needs better AC and a taunt so he can tank in WoS. Hate potions.

                *I remember when one of my guildmates loaded up a program that let him wizzie, coh people in ssra and a bunch of other stuff. He could tell when any named in zone popped. I started to not to like to play with him then. I begin avoiding it. I would start tracking stuff and he could already track the whole zone. So if I wanted to play EQ and not play his linux bot games, I had to avoid him. He was sucking all the fun out of traditional eq to amuse himself only.


                *Edit from moderator: I realize you are not advocating use of these programs, this is just a reminder to readers to please note that such third-party programs break EQ's EULA and could get you banned. Thanks ~Maev
                Last edited by Maevenniia; 08-01-2006, 01:22 PM.

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                • #23
                  Originally posted by nate111
                  I remember when one of my guildmates loaded up a program that let him wizzie, coh people in ssra and a bunch of other stuff. He could tell when any named in zone popped. I started to not to like to play with him then. I begin avoiding it. I would start tracking stuff and he could already track the whole zone. So if I wanted to play EQ and not play his linux bot games, I had to avoid him. He was sucking all the fun out of traditional eq to amuse himself only.
                  That's a real good way to get your account banned.

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                  • #24
                    Originally posted by ColdHeart
                    I hate the fact certain very useful combines are restricted by race/class. Cultral armour I can understand, every race has it. However I need to skill up a tinker-bot to make AAAA parts, something that is very valuable to all races.

                    I can understand "small" things being added to these skills, but OoW augs and the AAAA are in too much of a demand that these classes/races get new bonuses while other classes/races gain nothing.
                    Just a minor derail on this one... but you're aware that for the amount of plat and/or farming that it would cost you to raise tinkering to 300 in order to make the AAAA... you could likely outright buy a full set of 8 of 'em?

                    As frustrating as it gets trying to find that one particular item that you need, blurring the lines between classes even more isn't in the best interest of the game. If you can't make your own alt to do the specialized tradeskills you want, check out your server messageboards - odds are there's someone there who'd be more than willing to click combine for you.
                    Pondain Steelforge
                    Officer of Resilience, EMarr server

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                    • #25
                      Slight de-rail

                      Originally posted by nate111
                      My warr needs a good snare potion, as does my cleric.
                      A little expensive(for me) poition is Basic Suspension of Slime VI. You have to throw it but I use it with my ROG all the time when my roots don't stick, or if I want Poison DPS rather than spine break.

                      TTFN

                      Ten
                      I call for the elimination of EQ levels 1-50.

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                      • #26
                        Originally posted by Ngreth Thergn
                        This is an Idea I am not generally in favor of, but also not one I am setting my feet in the ground and saying "NO" too either.

                        I.E. basically I would do this if there is large community support for it, but I am not planning on doing it, nor will I do it if I feel that the community is too against it.
                        GRIND THOSE BIG OGRE FEET INTO THE GROUND!!!!!!!!!!!!!!
                        Rawckett Launcher
                        79 Gnome Wizard of Sol Ro / Bristlebane
                        300 Tinkerer; 287 Jeweler; 258 Brewer; 240 Blacksmith; 237 Fletcher; 208 Potter; 204 Baker; 200 Fisherman; 193 Researcher; 183 Tailor

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                        • #27
                          Originally posted by Wyora
                          No. I don't want to see races/classes get melded together so they're all the same. I created a gnome character just so I could do tinkering. Same with my shaman. I actually wish each race/class had more distinct capabilities.

                          Could not agree more.

                          I dislike soul-binders, PoK stones/books, the bazaar, potions so cheap you can buy any buff you want by the truckload, the guild lobby...... heck even the serverwide channels......

                          The grand conspiracy to homogenize all the classes and races of EQ to the point where the only distinguishing characteristic is a unique name must be stopped!

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                          • #28
                            Nope.

                            If you want a tinker, make a tinker bot.

                            Baldary

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                            • #29
                              Tinkering, no.
                              Alchemy, no.
                              Poisonmaking, eh...who cares?

                              Now Forage...I don't think it would be all that unbalancing if everyone was given a bit of foraging skill. Come on, how difficult is it really to look around at the ground and say "oh look, a root/berry/piece of rabbit meat yummy"
                              Durell Spider`Monkey - 70 HUM MNK - Pandemonium - Zek
                              Tuis Hajidodger - 70 HUM MAG
                              Bake 300T7M1 : Brew 300T7M1 : Fletch 300T7M1 : JC 300T7 : Pot 300T7M1 : Tailor 300T6M2
                              Smith 300T7M2 : Fishing 195C : Research 271T5+M3 : Salvage 3
                              Delgnome Pandeminimum 60 GNM SHD: Tink 300T6 : Smith 261GM3 : Salvage 1
                              Wikkn Hajidodger 60 HFL DRU: Smith 260T5M3 : Tailor 247T5M3 : Salvage 1
                              Bazoika Hajidodger 35 DWF BER: Smith 170
                              Botumbo Rotundo 60 OGR WAR: Smith 210M3 : Tailor 0 : Salvage 1
                              Abhorrentx Hajidodger 55 HEF BRD: Smith 215

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                              • #30
                                Tinkering and Alchemy no... those are both skills that fit with those who have them.. For the longest time in the fantasy world Gnomes have been the ones to be associated with making machines (usually with disasterous results) they tinker. Shamans are the "Medicine Men" they brew potions and do other mystical things like that. My only argument would be against them because the class is so powerful in EQ that they don't need a stanglehold on a good tradeskill.. Howewver it is logical. The only one that I could really see as reasonable is to allow the "apply poison" to every class. Yes only rogues can do the combines, but anyone can use them (its not that hard to smear some goop on your sword really).

                                I accepted the rules of the tradeskills, and made characters to compensate. My shaman was 300 in alchemy fairly quickly. I got the short end of the stick for tailoring being a dwarf, I had nothing but the traditional path to skill up (tho I did spend alot of cash on the seals once they came out). I had a gnome that I had skilled up a bit across the board, that I worked up in Tinkering finally, I would love that all of my skills were on one char, but thats not the way it works, and I'm **** proud of the fact that the only one I don't have yet is my spell research (286 atm).

                                The game has changed and adjusted as the years have passed. I've heard people bitch about the boats being gone. I'm so glad they are.. yes I enter this world to experience it in its fullest, but I'm also a real human being who has time considerations and RL stuff to deal with... I don't need to sit on a dock for 20 minutes waiting to move across a zone (if you could swim thru the zone lines I might think differently but you cant so..). I also had the unique experience of growing up on Rallos Zek. add that to the equation and it makes things...... different. The non-widespread tradeskills make sense.. yes I wish that I could have them all on my main, but I understand why I cannot. Honestly the only complaints I have are that I can't get JC mastery on my main, and that Tinker mastery doesn't exist (I understand the diffculties behind this, I just wish I could get it).

                                Q
                                Queletan Heartforge - House of Sloth
                                Exemplar of the Drunken Bearded Ones



                                ...That which we are, we are,--
                                One equal temper of heroic hearts,
                                Made weak by time and fate, but strong in will,
                                To strive, to seek, to find, and not to yeild.

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