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Bazaar Dynamics and New Tradeskills

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  • #16
    Originally posted by Marissas View Post
    The difference being that you could "stick" a combine for the CPS without being max level tradeskills and people often did, the trivs werent as high. For epic purposes ALL tradeskills dont need to be maxed. For Aide Grimal the same forthe CPS holds true. The Artisan Charm however you MUST max all tradeskills to reap the full benefit. THATS the difference. With more max tradeskillers, there is no novelty let alone any type of uniqeness.
    Recall that when the Coldain Prayer Shawl came out, there also weren't many tradeskilled items worth selling. IIRC, the +2 Wisdom idols and dyed fine plate were my two big "moneymakers" then and that wasn't much. At least now tradeskillers can make items people want.

    Aide Grimel is a better comparison - folks had to spend the AA, and most of the folks I knew then that did Aide Grimel when it came out went on to max out their skills- or at least all but tailoring.


    Originally posted by Marissas View Post
    The more people that have max tradeskills the more effect it will/has have/had on the market.

    As far as rather having the charms (etc) I would agree at face value, but once you think all the possiblities through, it looks less appealing.
    The horse has already left the barn. I think that you are overestimating the effect of all this, and underestimating the number of folks who already have 250-300 in all tradeskills.

    Virtually all of the 'grognards' in my guild who were raiding during PoP are in that category. Virtually none of them tradeskill for profit - they got their desired reward, and don't want to spend their play time running around to make stuff to sell in bazaar. They'd rather exp and sell drops. Just like I have a 300 alchemist with maxed trophy, and I'd rather buy gate potions in bazaar than sit down and take the time to make them. I can see a lot of folks getting to 300 for the Artisan Charm - and never wanting to look at a marrow or skin or loam again.

    If we get a batch more folks who tradeskill and sell, it can't be much worse for non-raiding tradeskillers than right after Aide Grimel came out, when we had scads more tradeskillers, and you had to be in a raiding guild to get to the drops needed for the best stuff.

    And we'll 'muddle through'. Heck, I actually look forward to being able to make elabroate armor at rates that casual players can afford. Sure, I'll make a lot less per piece - but I'll sell a lot more, and it will be nice knowing that I've helped equip a lot of players.

    Garshok
    Garshok
    95th Dreadlord, Povar-Quellious, 300 Ogre Grand Master Smith, 300 all skills
    (glad the climb to 300 is finally over)

    Zopharr
    95th Priest of Brell, Povar-Quellious, 300 Dwarven Grand Master Smith, 300 all skills
    (holds his 15% smithing trophy in his off hand and pretends to dual-wield - and hopes the Holy Dirt of Brell he's carried for twelve years will have a use in the new expansion)

    Rishathra
    95th Shaman of Inny, Povar-Quellious, 300 Troll Grand Master Smith
    (got so tired of looking for a troll smith for armor that I made one)

    Marzanna
    95th Necromancer, Povar-Quellious, 300 Tinker - Tailor
    (still working on Solder, Spy)

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    • #17
      Originally posted by Ngreth Thergn View Post
      Well not everyone is happy with the stats on the artisans charm.

      Especially since it has no Mod2's (and will continue to have none) so it is not quite an "everyone" item. I do admit that it can have a largish appeal though.
      One other thing that would make the TS charm a little more appealing would be more aug options. When searching Alla's for augs that are charm-slot-equipable, that could the smallest search results of any search on that page. You have LDON, Slipgear, Wanderlust, a few DON purchasable augs and otherwise some very-rare chest drops from Blood Raids for Demi flags. I don't know about you, but my guild did not farm Blood Raids. And we stayed in COA for over a year making sure EVERYBODY got lots of loot, same with Time, Qvic and Tacvi, so we are absolute experts on over-farming stuff. We did Blood Raids maybe for 2 months, and the only one we really farmed was Shyra for the helms and Bazu augs.

      I would love to see a few of the current augs or maybe some better new options in the coming expansions that would have charm-slot-equipability. Mod 2s would be nice, but just having more to choose from would be a huge start. Hell, even making BIC able to be put in the charm would be nice.
      Master Artisan Hiyawathadan
      100 Vah Shir Warrior

      The First Vah Shir Warrior in the 2100 Club

      300 Tailoring +15%
      300 Smithing +15%
      300 Jewelcraft +15%
      300 Baking +15%
      300 Fletching +15%
      300 Pottery +15%
      300 Brewing +12%


      http://eq.magelo.com/profile/812892

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      • #18
        The charm slot has always been kind of odd with augs. With Slipgear and Wanderlust, that is 125hp/mana + stats.

        Also, Ngreth has stated that mod2s do not belong on a tradeskill reward as there is no hunting involved in tradeskilling. He wants to leave those mods on dropped charm items.
        Shawlweaver Sphynx on Cazic Thule
        Master Artisan Aldier on Cazic Thule

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        • #19
          To make a player economy viable Sony needs an Overhual in thinking, the Alchemy revamp to make one shot consumable items was a huge step forward in adding a real economy. Making the same potions available on vendors put an upper limit on what these items cost, though I'd say the economy would have benefited from having limited numbers of these potions on the vendors (think fine ore type of thing to replinish them).

          Baking and Brewing also have consumable items that lend to the economy but they suffer becausse there is clearly only 2-3 items each that people are willing to buy and that are simple enough to produce in quantity.

          Fletching is mostly consumables, but every class that really uses ranged weapons has the ability to summon them or has an item to do so. Honestly, endless quiver should provide a Class 1 Steel arrow and nothing more, thus allowing for a lot more fletching components to drop and be made into arrows that are truly useful. As it is, 1 really good arrow is all anyone that uses ranged items needs. Couple that with how much ammunition you go thru when actively using range combat and the stacking limits being what they are (100 is better than it has been), most people can't carry enough ammo to be practical.

          Smithing (for Javelins see Fletching above), Pottery, Research, Tailoring have no consumables at all, that is what you really need to provide a real economy.

          Things that are daily needs are what would drive a real economy

          Power Sources for Armor
          Single use spell items (right now they are very limited in scope)
          Multiple use spell items
          Food and Drink
          Spell Components that are TS made
          More rechargable items that require TS items to do the recharging

          Comment


          • #20
            I actually began tradeskilling for the Artisan Charm because I can't stand to have my charm stats fluctuate. The Artisan Charm is a viable charm with stable stats, 2 aug slots and enough AC for this warrior type (due to the 2 aug slots) that it's not going anywhere for a while.

            I do agree that some people (myself included) only tradeskill as a means to achieving a clear end (in my case, the maxed out Artisan Charm). I have 300 brewing but I'd rather buy my Juices of Quellious in the bazaar than try to run down the components to make them myself.

            However, some of us do recognize the potential to make money in the market through tradeskills. Cultural armor (well, at least prior to the patch), Taaffeite jewelry and high tribute items are still very viable moneymakers in the bazaar.

            I was a bit disappointed to see that none of the new cultural tradeskill drops could be sold to vendors. I like to "vendor mine", as that is often a source of tradeskill components for me (or at least trader fodder). Oh well, can't have everything!
            Strike the Forge.

            Master Artisan Tyranthin Bladesong
            Realm of the Rathe

            Smithing: 300/345/3...Jewelcrafting: 300/345...Pottery: 300/336...Baking: 300/336...Brewing: 300/336...Tailoring: 300/345/3...Fletching: 300/336

            Keijcravtx Mindbomber, Gnome Extraordinaire, Jewelcrafting: 300/315...Tinkering: 300/336...Research: 227/238

            Comment


            • #21
              Originally posted by Dalmoth View Post
              To make a player economy viable Sony needs an Overhual in thinking, the Alchemy revamp to make one shot consumable items was a huge step forward in adding a real economy. Making the same potions available on vendors put an upper limit on what these items cost, though I'd say the economy would have benefited from having limited numbers of these potions on the vendors (think fine ore type of thing to replinish them).

              Baking and Brewing also have consumable items that lend to the economy but they suffer becausse there is clearly only 2-3 items each that people are willing to buy and that are simple enough to produce in quantity.

              Fletching is mostly consumables, but every class that really uses ranged weapons has the ability to summon them or has an item to do so. Honestly, endless quiver should provide a Class 1 Steel arrow and nothing more, thus allowing for a lot more fletching components to drop and be made into arrows that are truly useful. As it is, 1 really good arrow is all anyone that uses ranged items needs. Couple that with how much ammunition you go thru when actively using range combat and the stacking limits being what they are (100 is better than it has been), most people can't carry enough ammo to be practical.

              Smithing (for Javelins see Fletching above), Pottery, Research, Tailoring have no consumables at all, that is what you really need to provide a real economy.

              Things that are daily needs are what would drive a real economy

              Power Sources for Armor
              Single use spell items (right now they are very limited in scope)
              Multiple use spell items
              Food and Drink
              Spell Components that are TS made
              More rechargable items that require TS items to do the recharging
              Tailoring has bola's as consumables:-)

              Comment


              • #22
                Pottery has potion bottles that are consumed. Research has cleaned parchments that are consumed, and mechanoinstructions that are consumed. Both tailoring and smithing now have templates that are consumed.

                You're being too "picky."

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