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  • How about this, a new zone only accessible by tradeskillers with 250 in all 7 basic skills. In that zone are tradeskill merchants of all kinds and all variations on forges, ovens, etc.. The zone might have a building for each skill type, maybe, where all the related merchants and related devices are located. Not to mention bankers.
    i like this idea. to add to it... maybe the only way in is an AA port. the AA is free like vet AA but only awarded when you reach a certain level of skill in so many trades. there would be portal out to POK.
    Master Artisan Deviator - 80 Shaman - Whit`s End - Erollisi Marr Server
    Alchemy 300(345) - Baking 300(345) - Blacksmithing 300(345) - Brewing 300(345)
    Fletching 300(345) - Jewelry Making 300(345) - Pottery 300(345) - Tailoring 300(345)

    Comment


    • RE: GM Artisan Trophy:

      I recall some posts on a simialr suggestion in the past, but it was about one item that modified every skill was it not?

      What I am suggesting is an item exactly like an item that is all ready in the game (re: the XXX Cut Tool used in JM), so the coding seems in the realm of possibility to me.

      The Grand Master Artisan Trophy would be awarded upon an hand in of all 8 of the universal skill GM trophies (they must all be Level 7, when handed in).

      When used, if it s current "form" modifies Smithing but you are doing Tailoring, toss it in the loom/kit, combine and it is converted to a Grand Master Artisan trophy that has the Tailoring MOD, rather than the Smithing MOD.

      Just like the XXX Cut Tool can be combined into a myriad of other type tools, why not an GM Trophy?

      Seems to me you merely add the 8 versions of the item into game and then adde the 7 possible-recipes to each device type (if it is al ready in a form used for Tailoring, trying to combine it in a loom/kit will get a DNC result).

      (I am including research here, as it is now a universal skill and all can now quest that trophy too).

      I'm sure it isn't that simple, but there is an item in the game all ready, that is essentially just like this... it just doesn't have a modifer, it has a name change and functions for diff shapes in in each form. Unlike the Tool, which requires a load of recipes in each form, this just requires a change in modifier effect.

      It would allow us tradeskiller to convert out 8 GM trophies into 1 item (yay, 7 free slots!), but GM trophies for Alchemy, Poisonmaking and Tinkering, obviously, would still be stand alone items.

      ....unless they create a Shaman's Grandmaster Artisan Trophy, a Rogues Grandmaster's Artisan Trophy and a Gnome's Grandmaster Artisan Trophy....
      where their hand in requires the 8 basic maxed trophies, as well as the maxed Alchemt, Poison or Tinker trophies (which ever applies).
      Bonzz of Bertoxx

      Level 105 Paladin

      Tradeskill and achievement OCD Master.

      The truth is out there! The truth hurts! But the truth can set you free! All hail the Knights of Truth, servants of Mithaniel Marr the Truthbringer!

      http://www.bonzz.com/bonzz.htm (where no research is required)

      Comment


      • Add an NPC who can turn a maxed trophy into an augment with the appropriate 15% mod. Handing the aug in converts it back into a standalone trophy (or beginner's trophy + certificate, if that's some limitation on evolving items as quest rewards).

        Add a new recipe for a handheld item with no stats but four augment slots (the max, right?) for the trophy augs.

        Everybody's Bag o' Trophies becomes much more manageable, usable even with the alchemy/poison/tinkering trophies, useful as soon as you've maxed two trophies instead of grinding out all eight, doesn't risk putting an evolving item through a combine container (the NPC hand-in is probably similarly fraught with peril, but at least is harder to do with a brain fart), and is is reversible for future expansion.

        Comment


        • Originally posted by Bonzz View Post
          I recall some posts on a simialr suggestion in the past, but it was about one item that modified every skill was it not?

          What I am suggesting is an item exactly like an item that is all ready in the game (re: the XXX Cut Tool used in JM), so the coding seems in the realm of possibility to me.

          The Grand Master Artisan Trophy would be awarded upon an hand in of all 8 of the universal skill GM trophies (they must all be Level 7, when handed in).

          When used, if it s current "form" modifies Smithing but you are doing Tailoring, toss it in the loom/kit, combine and it is converted to a Grand Master Artisan trophy that has the Tailoring MOD, rather than the Smithing MOD.

          Just like the XXX Cut Tool can be combined into a myriad of other type tools, why not an GM Trophy?

          Seems to me you merely add the 8 versions of the item into game and then adde the 7 possible-recipes to each device type (if it is al ready in a form used for Tailoring, trying to combine it in a loom/kit will get a DNC result).
          The difficulty in this is that it is not just that simple. The JC cut tool has a set sequence it cycles through and only works in the JC containers (which there are 4 that exist -collapsed, reinforced, planar, regular)

          What you are suggesting is going to add 7 recipes to EVERY container type in the game. All the cultural looms, all the cultural forges, all the planar containers, all the collapsed containers, all the other quest containers that use tradeskills like the reinforced jc bag or the portable brew barrel or deluxe sewing kit.

          That is a LOT of recipes to add. I don't know if people would want it to be a preset cycle like the cut tools... you have to run to the forge, to then run to the loom, to run to the pottery wheel to then be able to stick it in your JC kit to get your JC trophy?? That would be using the same mechanic.
          Shawlweaver Sphynx on Cazic Thule
          Master Artisan Aldier on Cazic Thule

          Comment


          • Once again, I realize that this idea would be code intensive, but how about a 'keyring' for TS implements... like skinning knife, dairy spoon, smoker...etc. Once used in a recipe, you get presented an option to 'add' it to the 'keyring', thus making its way to the magical realm of the void...appearing only when requested in a recipe....

            This would free up at least two whole bags of my bank space. Seriously...
            Jinaabi Vah Shir - Bristlebane
            Smithing 300 7/7
            Tailoring 300 7/7
            Fletching 300 7/7
            Pottery 300 6/7
            Baking 300 7/7
            Brewing 300 6/7
            Jewelry 300 6/7
            Dagnora Drakkin
            Poison Making 300 7/7

            Comment


            • Originally posted by Jinaabu3169 View Post
              Once again, I realize that this idea would be code intensive, but how about a 'keyring' for TS implements... like skinning knife, dairy spoon, smoker...etc. Once used in a recipe, you get presented an option to 'add' it to the 'keyring', thus making its way to the magical realm of the void...appearing only when requested in a recipe....

              This would free up at least two whole bags of my bank space. Seriously...
              Already mentioned and declined, Jin, in this thread. Because of the way the recipe system works, this would involve duplicating every single recipe that uses this tool, and require code work to boot.
              Thomen Feadannareil (85 HUM ENC)
              Expert Artisan And Grandmaster Scrounger of Firiona Vie
              Alchemy* 242, Baking 336, Blacksmithing 345, Brewing 336, Fletching 291, Jewelcraft 345, Pottery 345, Research 291, Tailoring 345, Tinkering 243**
              * Available upon request from an anonymous shaman.
              ** Subcontracted through Maolgann of Ak'Anon (83 GNM MAG)

              Comment


              • I recall some posts on a simialr suggestion in the past, but it was about one item that modified every skill was it not?

                What I am suggesting is an item exactly like an item that is all ready in the game (re: the XXX Cut Tool used in JM), so the coding seems in the realm of possibility to me.

                The Grand Master Artisan Trophy would be awarded upon an hand in of all 8 of the universal skill GM trophies (they must all be Level 7, when handed in).

                When used, if it s current "form" modifies Smithing but you are doing Tailoring, toss it in the loom/kit, combine and it is converted to a Grand Master Artisan trophy that has the Tailoring MOD, rather than the Smithing MOD.

                Just like the XXX Cut Tool can be combined into a myriad of other type tools, why not an GM Trophy?

                Seems to me you merely add the 8 versions of the item into game and then adde the 7 possible-recipes to each device type (if it is al ready in a form used for Tailoring, trying to combine it in a loom/kit will get a DNC result).
                The other problem here is that the Trophies evolve and the XXX cut tool doesnt. The item you are asking for would have to track a different evolve level and % for each skill on it. At this time that wouldnt be an issue with all trophy parts at level 7/0%. Once they increase the % cap on the trophies tho would be a problem. As I said before, Ngreth has already said no way on this. Not much point continuing to ask for something that just isnt going to happen.

                Comment


                • Originally posted by Bonzz View Post
                  I know this thread is a bit old, but I just read thru it and have some feedback.

                  Some of it isn't necessarily AA's -- but they are all tradeskill related... and some of them expand on other posts:

                  1) AUTOCOMBINE
                  currently no. I have some ideas on this, but need much code work and don't want to talk about it since I have no idea if I can get the needed code time.
                  Originally posted by Bonzz View Post


                  2) Salvage AA increase
                  I have considered increasing this some. But have not settled on it yet.
                  Originally posted by Bonzz View Post



                  3) /submit recipe

                  A direct feedback to Ngreth for recipe suggestions.
                  Start a thread here, git it stickied. I prefer that
                  Originally posted by Bonzz View Post

                  4) CULTURAL DIVERSITY
                  no.
                  Originally posted by Bonzz View Post


                  5) GRANDMASTER ARTISAN XXXX DIVERSITY
                  currently at least, no. Probably permanently no.
                  Originally posted by Bonzz View Post


                  6) TRADESKILLERS BANKER
                  no. As mentioned any bank space will be universal.
                  Originally posted by Bonzz View Post


                  7) SUMMON XXXXX
                  no. Especially not the containers that currently have no equippable version.
                  Originally posted by Bonzz View Post

                  8) BANK SPACE IDEA (Cultural Flagging)
                  no. Flags don't do a good job of storing a "count." Even if I was to do this, it would not be an AA, and just available.
                  Originally posted by Bonzz View Post

                  9) TRADESKILL TOOL SUMMON AA & TRADESKILL AA CATEGORY (TAB)
                  no. This is a way to create money. (the tools are not no value, and our game does not really have that process in code anywhere)
                  Originally posted by Bonzz View Post

                  10) MASTER ARTISAN TROPHY
                  no. For the reasons if have repeated over and over and over again about this.
                  Originally posted by Bonzz View Post

                  11) FISHING 300
                  no. Because, believe it or not, of the amount of code changes to make this happen. At 200 fishing you have a 100% chance of fishing. A greater chance does nothing. It would require code changes and a massive amount of design work to change this.
                  [QUOTE=Bonzz;225824]
                  Ngreth Thergn

                  Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                  Grandmaster Smith 250
                  Master Tailor 200
                  Ogres not dumb - we not lose entire city to froggies

                  Comment


                  • My suggestion is to replace the current AAxp-based trade skill AA's with skill-based AA solutions.


                    Why AAxp-type AA's are the wrong place for trade skill related skills and perks:

                    You report to the master of the trade you wish to study. You learn much from them, toiling, traveling, spending what little money you have to increase your ability in this skill. Eventually you strike out on your own, again often scraping by on what you can find from farming items you need to make your wares. After much hard work, you raise your skill to the level which is considered to be that of master of your trade. Now your only competition is those who have done the same. Well, except for those who went and killed x mobs for y xp and bought some aa's where no trade skilling was directly involved. Oh, and you have to be a certain level too, showing your fighting prowess, even though it is unrelated to trade skills.

                    How do we allow trade skills to work in a more natural system as one would expect they should? By removing AAxp-related trade skill AA's, replacing them with skill-based solutions, and by raising the skill cap. It's as easy as 1, 2, 3, 4. All of the below AA's would be awarded via a simple task like the current Tinkering Mastery task but would award the AA's like DoN progression AA's which have no AAxp cost involved.


                    1. Mastery AA's needs to be removed and refunded:

                    Not only is this the worst offender of purchasing trade skill power with xp, but these AA's have caused trade skills to be bent around them since DoN with capped success rates while continuing to serve as a detriment to all future high-level recipes. They also directly impact lower level players who enjoy trades kills but who are unable to get these AA's. A natural progression with higher skill caps would be tons better as discussed below. This would mainly just have a negative effect for people who are still in the 250's with their trade skill and who are using these AA's to make up that last 50 points. The biggest work here will be with trivial and success rate adjustment.


                    2. Raising the Skill Cap:

                    To make the removal of Mastery AA's work, the skill cap needs to be raised a lot. I think it would be nice if the cap was practically removed (higher than the highest trivial) so that a person could technically skill up to the highest item there is. The success rate may have to be adjusted downwards and/ or trivial levels adjusted to be higher on certain high-end items (the latter being the better solution of the two, imo), but then at least everything will seem as it should, meaning that your skill, and not your AAxp-earned AA's, is determining your success rate. It would be rare that anyone would actually reach the effective skill cap as the skill-up rate would continue to diminish and materials become more rare and expensive, but the possibility is there. People can still power-click to 300, but after that, it would get really tough to force skill-ups. The biggest work here will be with trivial and success rate adjustment, but that is already being done for Mastery AA removal.


                    3. Salvage AA's need to be removed, refunded, and implemented as trade-specific AA skills:

                    Like the Mastery AA's, I do not like that trade skill power can be based on AAxp purchases with no tie to skill level. Salvage should be moved to a skill-based system which would be rewarded when a person hit the natural skill cap of 200 in a skill, and it would be trade skill specific (e.g. Salvage: Smithing, Salvage: Tailoring, etc). Upon reaching 200, the Salvage AA skill for that trade will become obtainable through a simple task. Salvage would use the skill level for that trade skill to check its success rate, so the higher the skill, the better the salvage rate and the number of possible items salvaged. For every 50 skill above 200, you increase the possible number of items salvaged by 1. This would only negatively affect those people under 200 who currently have the salvage AA. The work here is to create the tasks that check for the skill level and then reward the skill or AA and adding a check for each individual trade skill.

                    This skill can actually be combined and implemented as one half of the Advanced Tradeskill AA's, discussed next.


                    4. Death of the New Tanaan AA's and the dawn of Advanced Trade Skill AA's:
                    note: see the PS at the end of this section for an easier, less-rigged way to use the AA system.

                    Instead of using AAxp to allow additional trade skills to go above 200, one should be allowed to improve in additional trade skills as a reward for achieving milestones in their current trade skills. This system is based around Advanced Trade Skill AA's, for which each trade skill has one: Advanced Smithing, Advanced Tailoring, etc. Each Advanced Trade Skill AA will have levels based on (SkillCap – 200) / 50, which right now is (300 – 200) / 50 = 2 levels. In the AA window, you would see: Advanced Smithing 0/2, Advanced Tailoring 0/2, etc. If the cap were increased to 350, then you would see: Advanced Smithing 0/3, etc. Each level purchased will allow a person to improve in that trade skill by an additional 50 points through the normal methods of skill-ups via combines. Each level of AA has a prerequisite of the max skill of the previous level: to allow a trade skill to get to 250 by purchasing the first level of its Advanced AA, you have to have that skill at 200. Same for raising a skill to 300; you must have that skill at 250 in order to purchase the second Advanced AA level.

                    How do you earn an AA level in the Advanced Trade Skill AA's? It is be based on “unlocks,” which are tied to trade skill levels. All players start with one unlock, but they cannot use it until they have a trade skill at 200. Except for the one unlock with which they start, all unlocks are earned as a reward whenever a player reaches a multiple of 50 above 200 skill in any of the seven basic skills, which right now is 250 and 300. A player can then spend their unlocks via a simple task on any skill which qualifies (currently at 200 or 250). The task would just be a way to pop up a reward window. In the window would be the list of trade skills, as reward options, that are available to raise their Advanced AA level by 1. Choosing that option rewards an AA level for that particular trade skills Advanced AA. A series of these tasks are available to be completed whenever a person reaches a multiple of 50 above 200 (250 and 300) for each trade skill and which can only be done once. So as of now, there would be 14 tasks (2 per trade skill, one at 250, one at 300), though you would not be able to claim the final reward until the skill cap is raised.

                    This is very similar to the current New Taanan AA's, but they are moved from AAxp to skill-based AA's. For every person who is already above a skill-cap due to New Tanaan AA's, they would keep their current skill, but it would be frozen until they unlocked the skill again using the new system. This one will be the trickiest to implement, but between the trophy tasks and the AA system as it stands, I know it can be done.

                    PS: If you want to avoid the hassle of rigging the AA system so much, and just want to make the Advanced AA's purchasable from level 1 as AAxp, as long as skill level prerequisites are met, just make it so a person receives 1 AAxp as a reward for the above mentioned tasks. That would probably be a whole lot easier, but I don't want to rewrite what I wrote above =p. If they choose to use it for something other than purchasing an Advanced Trade Skill AA, then so it is, but that may be the only thing available at those levels anyway. They can always buy them later with AAxp. That will give two ways to earn those AA's: task rewards and plain AAxp.


                    Bonus: Combining the Trade Skill-specific Salvage AA's with the Advance Trade Skill AA's

                    Since the level breaks for Salvage and Advanced Trade Skills are the same, one could combine them into the following under the Advanced Trade Skill Heading. Ex.:

                    Advanced Tailoring: 0/2
                    For every rank of Advanced Tailoring, you have the chance to salvage 1 item and you may raise your tailoring skill by an additional 50 points.

                    Prerequisite: 200 tailoring skill. (Will be 250 tailoring skill for rank 2)


                    Voila, two-in-one and the whole mastery nightmare is gone.


                    Summary

                    So, my AA suggestion is to actually do away with the AAxp-based trade skill-crippling Mastery AA's, the salvage AA's, and the New Tanaan AA's and turn them into skill-based AA solutions which can be implemented as special task-reward type AA's. This will make trade skills more natural, make future expansion easier, and allow for a better playing field with lower-level players who enjoy trade skills. I know this is sweeping change, but I see it being implementable using the current skill and AA systems.

                    - Remove and refund Mastery AA's.
                    - Raise the skill cap to be equal or above the highest combine while making the skill-up curve very steep at 300+.
                    - Remove and refund Salvage AA's and impliment trade skill-specific salvage via skill-rewarded AA's. (Salvage: Smithing, etc. or combine with Advanced Trade Skill AA's)
                    - Remove and refund the New Tanaan AA's and implement similar rewards based on trade skill levels (Advanced Trade Skills).
                    - Let AAxp-earned trade skill AA's be related to killing mobs.


                    The one reasonable AAxp-earned Tradeskill AA:

                    The only exception of which I can think where AAxp would be suitable for a tradeskill AA, is one that is fighting related. On the death of a mob where you get xp, you have a chance to receive on your cursor (or in a special pop-up loot window) a tradeskill flagged item which that mob can normally drop (similar to how pickpockets works). Due to your hunting prowess, you have the ability to salvage tradeskill loot from the corpse which others can not normally find. Each level increases the chances 1%, 2%, 3%, etc (keep them low, maybe cap it at 5%,). That would be 5% max of the normal drop rate of an item, not 5% chance per kill. Ex.: If a mob drops something 10% of the time, then 10% of the time you kill that mob, you have a max 5% chance to get something on your cursor. I would say the prerequisite for each rank would be 300 in a unique trade skill, because you would need to be a master at a trade to know exactly what you can use from a mob corpse and its pile of junk/loot. Otherwise, everyone would just get this for extra loot. Oops, I guess this is skill-based too on the requisite, but can be purchased with AAxp =)

                    Finders Keepers: 0/5
                    Due to your scavenging prowess, you have the ability to salvage trade skill items from a corpse which normally cannot be found. Each rank increases the chances to find an item by 1%. Items found this way will be placed on your cursor | placed in your inventory (whichever works best).

                    Prerequisite: 300 skill in one trade skill (for rank 2, it will be 300 in two trade skills, etc)
                    Last edited by Xulan; 12-15-2008, 05:34 AM.

                    Master Artisan Xulan Du'Traix
                    Dark Elven Scourge Knight
                    Sanctus Arcanum
                    Drinal
                    My Tradeskill Services

                    Comment


                    • Don't go small with the code changes!
                      Ngreth Thergn

                      Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                      Grandmaster Smith 250
                      Master Tailor 200
                      Ogres not dumb - we not lose entire city to froggies

                      Comment


                      • Originally posted by Ngreth Thergn View Post
                        Don't go small with the code changes!
                        I kept it small

                        Master Artisan Xulan Du'Traix
                        Dark Elven Scourge Knight
                        Sanctus Arcanum
                        Drinal
                        My Tradeskill Services

                        Comment


                        • Discount

                          How about a Trade discount aa for vendor purchased items. AA that gives you 10 percent discount on stacks of items purchased.

                          Comment


                          • Originally posted by Bodand View Post
                            How about a Trade discount aa for vendor purchased items. AA that gives you 10 percent discount on stacks of items purchased.
                            creates money.
                            Ngreth Thergn

                            Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                            Grandmaster Smith 250
                            Master Tailor 200
                            Ogres not dumb - we not lose entire city to froggies

                            Comment


                            • redirect

                              hey please read my post in the baking forum. i didnt know this was here and i posted there instead. Its my idea for a way have less tools n the bank. it solves all problems with other ideas and takes little coding. im on a psp so i cant repost

                              Comment


                              • no. Because, believe it or not, of the amount of code changes to make this happen. At 200 fishing you have a 100% chance of fishing. A greater chance does nothing. It would require code changes and a massive amount of design work to change this.

                                Why are we Journeyman Fisherman at skill 200 and not Master Fisherman or Master Angler? Maybe implement a fishing quest to get the Master title.


                                I remember when language skill was changed to master at skill 100 because that is the highest skill you can get.

                                Just a thought.








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