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  • #31
    Quote:
    Originally Posted by Gorse
    "Lesson of the Devoted Tradeskiller"

    Activated ability.
    Duration: 30 minutes.
    Recycle: 20 hours.

    Once activated the player becomes totally focused on tradeskills granting a +100% chance of skill up during this period.


    um No!
    you do realize, that if you had the components lined up you could get 0 to 300 in 3 tradeskills in that 30 minute period. you can do a combine every 2 seconds. So 900 combines in that time... - 3 skills from 0 to 300.

    I think it was meant to be a 100% increase in a chance of a skillup not a 100% chance of a skill up. There is a big differece between the two. I think the chance of a skillup is 10% or less. Therefore it would be 20% or less. Not 100%. Hope that make sense.
    Seebo Steele
    82 Halfling Warrior
    Member of the 700 Club
    Member of Hand of Chaos on Cazic-Thule

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    • #32
      Originally posted by Ngreth Thergn View Post
      I would much prefer to give the "tanks" the ability to "research" tomes.
      That would be cool too as it seems the melees do get left out of the idea of making older abilities obtainable in ways other than mob farming.
      Iliyanya

      300 Research
      300 Baking
      300 Blacksmithing
      300 Brewing
      300 Fletching
      300 Jewel Crafting
      300 Pottery
      300 Tailoring

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      • #33
        Originally posted by SeeboSteele View Post
        Quote:
        Originally Posted by Gorse
        "Lesson of the Devoted Tradeskiller"

        Activated ability.
        Duration: 30 minutes.
        Recycle: 20 hours.

        Once activated the player becomes totally focused on tradeskills granting a +100% chance of skill up during this period.


        um No!
        you do realize, that if you had the components lined up you could get 0 to 300 in 3 tradeskills in that 30 minute period. you can do a combine every 2 seconds. So 900 combines in that time... - 3 skills from 0 to 300.

        I think it was meant to be a 100% increase in a chance of a skillup not a 100% chance of a skill up. There is a big differece between the two. I think the chance of a skillup is 10% or less. Therefore it would be 20% or less. Not 100%. Hope that make sense.
        I could live with doubling the chance, but 30 minutes may be too much
        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

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        • #34
          Originally posted by Ngreth Thergn View Post
          I could live with doubling the chance, but 30 minutes may be too much

          You can leave it at 30 minutes, but then have the AA also make it so you can only make one combine per 10 minutes.




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          • #35
            [QUOTE=Ngreth Thergn;218366]Quote:
            Originally Posted by Veril
            Determined to Succeed

            the next tradeskill combine you attempt treats your skill as if it were 100pts higher.

            usable 1/day.
            cost 10AA

            reasonable.
            QUOTE]

            Are you sure? You complained about the impact that tradeskill mastery has on your ability to implement tradeskills. I would think that someone being able to increase their max AAs by 100 would have a similar, if not bigger impact to that. I took a gander at the tradeskill quest, and assuming that the player was at the minimum level to make the combines, 250, I could only raise the skill by 50 in the calculator. That reduced the chance of failure from approximately 40% to approximately 12-13%. +100 would virutally eliminate the possibility of failure for one combine. Do you really want that?
            Leana Soulwarden
            Master Blacksmith
            Memento Reejeryn
            The Seventh Hammer

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            • #36
              if has been mentioned.. but I would love the chance to "learn" another cultural set. As a dwarf, we only use Blacksmithing, so any tailoring is wasted. if we could learn another "good" race, say elf or human, then we could use tailoring.

              I would expect the new skills to be available to the similar water found in Kaladim. (Skeptic, Farcuer and Brells).. but the other races. I would also expect to be ally faction with that race before that cultural forge / loom would respond to me.
              Shadyn Stormsurge
              75 Holy Defender on the Rathe
              View My Profile
              Baking 300, Brewing 300, Jewelry 300, Pottery 300, Fletching 300, Smithing 300, Tailoring 300, Tinkering n/a, Alchemy n/a

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              • #37
                Would it be possible to have items work a little better for people who have the sufficient skill in the TS that the final result item was created by? What I mean is that if I have a 300 in JC, any JC I wear is a little better than if I didn't have 300 JC. You could do the same for the other TS. It would give more people even more incentive to do TS as they would inherently get an improved benefit based on what they wear.

                The degree of benefit could be quite small, or perhaps just like a few heroic stats, or maybe even some other benefit other than stats/hps/mana.

                Polt, CT

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                • #38
                  Originally posted by Ngreth Thergn View Post
                  Originally Posted by Kcalehc
                  "<Tradeskill> Second Chance" - 0/1
                  Requirements: <Tradeskill> Mastery at 3 and salvage at 3.
                  Gives a second chance to suceed on an item where you previously would have failed. This does not include the bonus from your Mastery AA.

                  By this I mean if you fail a combine, it gives you a second chance to succeed at the base rate for success; its not much but it's more chance than you had before. <Tradeskill> means each of the skills, so can have 1 AA for each one; or it could be a catch all like salvage is.

                  decent idea, but I might want this one to be "activated" so not always one and more limited.
                  For this I actually did mean it to be an activated ability, with a decently long re-use timer too (perhaps once per day). Sort of for that one combine where you just spent all your plat and really want to make it. Along the lines of click ability hotkey, and next combine has this opportunity, then wait a day to use it again. Thinking about it it would be better to have this as a one AA for all tradeskills, not one each. just to reduce the use overall.

                  I see your point on my other two ideas, from what you said about not extending mastery AA's and for other peoples posts on low trivial successes; so not gonna push on their cases.
                  Last edited by Maevenniia; 01-30-2008, 05:15 PM. Reason: fixed quote tag
                  Kcalehc K'Venalis
                  Teir`Dal Overlord
                  Officer, Trader and Gentleman
                  Order of the Raven's Tear
                  Tholuxe Paells (Bertoxxulous)

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                  • #39
                    I don't understand the suggestions about leaving stuff out of salvage. Salvage is triggered PER item. You can actually have 2 or more items salvaged from one combine.

                    So leaving out the flask of water wouldn't change the odds you'd get back something useful.

                    If you just want a better chance of firing salvage, ask for that.

                    Personally, I'd like to see the required level lowered for Salvage. It's punative to pure tradeskillers.

                    I'll write up an idea that's been tossed around in several forms.

                    Attentive AA's

                    All research combines under 100 are already no-fail for me, so an AA that boosted the no-fail cutoff to 100 wouldn't help. The way to make this useful to most everyone is to reduce the interval before recipe success rate increases.
                    Current Normal: Starting from 95%, for every 40 points of raw skill over the trivial, you gain 1% minimum success rate. (With 300 skill, recipes below 100 are no-fail)
                    1 Rank of Attentiveness: Starting from 95%, for every 35 points of raw skill over the trivial, you gain 1% minimum success rate. (With 300 skill, recipes below 125 are no-fail)
                    2 Ranks of Attentiveness: Starting from 95%, for every 30 points of raw skill over the trivial, you gain 1% minimum success rate. (With 300 skill, recipes below 150 are no-fail)
                    3 Ranks of Attentiveness: Starting from 95%, for every 25 points of raw skill over the trivial, you gain 1% minimum success rate. (With 300 skill, recipes below 175 are no-fail)

                    That's probably the limit for the series. This would be a separate AA for each tradeskill, attained or opened through a task. It should challenge you to show your consistency with the given tradeskill. For example, require you to make 100 combines of a fairly simple recipe and reset the count on failure.

                    But the fun part is naming each of the different versions:
                    Research: Arcane Accents
                    Smithing: Steadfast Hammer
                    Tailoring: Constant Needling
                    Alchemy: Consistent Blending
                    Poison: Deadly Consistency
                    Tinkering: Clockwork Precision
                    Fletching: Trueshot's Repetition
                    Baking: Line Cook
                    Brewing: Mass Mixology
                    etc.
                    I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

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                    • #40
                      The most prolific source of new AAs, and the most likely to be implemented, is AAs that re-allow us to do things we used to take for granted. All of them should, of course, have a required level of 81 or higher, to guarantee that only people who buy (and use) the newest expansion can get them. There's really no end to the 'gotchas' that can be implemented, it very quickly creates a treadmill of necessary AAs just to keep up. Years of dealing with level caps on spells, AAs, focus effects, etc. have made these sorts of AAs second nature to me... but in way of explanation, here's 20 to start you out:

                      1) More Than 50: AA that allows you to do combines with trivials more than 50 points above your current skill. (only one level, and it works for all tradeskills). (This ability would have been 'tuned' away in a patch at least one month before the expansion where you can buy this AA.)

                      2) More Than 350: AA that allows you to do combines with trivials over 350 (just one level, and it works for all tradeskills, More Than 50 is prerequisite) This raises the limit to infinity, until the next expansion when we will discover we need another new AA to attempt combines above 450.

                      3) Extended Craftsmanship: Turns out that it's impossible to even attempt any item with more than 440 trivial, unless you get this. Different AA for each skill. This extends the limit of what's attemptable to infinity (until the next expansion lowers it again, to 500 or so). Prerequisite: More Than 350.

                      4) Extended Capability: Turns out that Extended Craftsmanship only makes it possible to do those combines, using a steeper-than-normal curve of success rate. Getting this AA flattens the success rate curve back to 'normal'. This AA does not even show on the AA pages until after you've completed one level of Extended Craftsmanship.

                      5) Extended Culture: Turns out that Extended Craftsmanship only works on normal containers. If you want to do high-end combines in the cultural forge in your hometown, you'll have to get this AA too.

                      6) Cultural Packing: Turns out that most of the new high-end recipes in your cultural forge require nine or ten components, but the cultural forges only have 8 slots! With this AA, it expands to ten slots. This AA does not even show in the AA pages until after you get Extended Culture.

                      7) Extended Rote: Turns out that items with trivials over 400 don't go into your recipe book, you have to experiment each time... unless you have this AA! For extra goodness, make it a seperate AA for each skill.

                      8) Diligent Rote: Turns out that even with Extended Rote, you only remember to record the learned recipe 25% of the time. Three levels of this AA increase the chance of recording the recipe to 50, then 75, then 100%. This AA does not even show on the AA pages until you've completed Extended Rote.

                      9) Extended Trophy: Turns out that trophies, geerloks, etc. don't work on items above 400 trivial. But this AA extends the limit to 440. Possibly additional levels of this AA will extend it even higher.

                      10) Strong Trophy: Turns out that Extended Trophy only lets the trophy work in the listed cases at reduced strength. This AA will allow it to work at full strength. This AA doesn't even show on the AA pages until you've completed all levels of Extended Trophy.

                      11) Tanaan Re-mastery: Turns out tanaan mastery is only good up to 300 skill. Each level of this AA allows skillups up 10 points higher. (35 levels available, tanaan mastery as prerequisite after the first five) (If you do multiple tradeskills and buy just one level of this, you may get stuck at 253 smithing, 251 tailoring, 256 pottery, but this is not explained. Also, no mention is to be made of the new 350 cap in this ability, or in-game, or out-of-game... let players figure it out after getting six or more levels of this).

                      12) Extended Mastery: Turns out that Tradeskill Mastery no longer works on items over 400 trivial, this AA extends it to 440. It cannot be extended past 440 (yet).

                      13) Extended Salvage: Turns out that Salvage doesn't work on items over 400 trivial, this AA extends it to 440 (but no further, yet).

                      14) Create Pattern (expendable AA). Creates one set of (nodrop) cultural patterns. Let's see how 'free combines for guildies' works when it costs AAs for each combine, muahaha! This AA uses a dropped component (much like Enchant Dwerium does). For extra goodness, make it a nodrop component that comes from an endgame raid. Then, only raider tradeskillers can make the stuff: now non-raiders can try to sell their level 85 ores and loams to raiders, instead of the other way around!

                      15) Tanaan Tradeskill Faction: this AA raises your faction with some new merchants in the Tanaan Library. (at least a dozen levels to this AA). As your faction gets higher, the merchants will make more and more recipes available to you; the BP/robe recipes will require ally faction. (but don't forget, you also need Extended Craftsmanship to actually do the combines)

                      16) Heroic Container: Turns out that the new recipes you can get from the merchants mentioned above only work in new 'Heroic' Containers, which are also sold by those merchants. And you can't open said containers unless you have this AA.

                      17) Forage Specialization: Makes it possible to forage the rare and useful components in new zones. Without this AA, you'll just keep foraging roots and berries in those zones. Available to all classes, but obviously more useful to some. Foraging still works normally in old zones, so you have no right to whine!

                      18) Fishing Specialization: Just like the previous, for fishing. You'll only catch trout and old boots in new zones, never any new/special fish, unless you get this AA.

                      19) Cooperation: Makes it possible for 'groups' of tradeskillers to combine their skills (provided they each have this AA) on new special recipes with trivials over 2000. This 'feature' of the new expansion should be heavily advertised, with no mention that it requres an AA (or several AAs) to use it. These special recipes use Heroic containers, so you'll also need the Heroic Container AA mentioned above.

                      20) Heroic Combines: Turns out that heroic stats (but not normal stats) increase your success rate (heroic str for smithing, heroic dex for tailoring, heroic int for spell research, etc). But only if you have this AA.
                      Last edited by Sylphan; 01-30-2008, 05:40 PM.
                      83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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                      • #41
                        Originally posted by Sylphan View Post
                        really long post...
                        I'm going to assume that was somewhere between dry humor and bitter hostility, since text isn't really the best medium for tone.

                        I'm also going to assume that post would have been best started in PSR, titled "AAs they *really* need to add!" or something like that. Here, that's another list that's stuck in the middle of serious posts by people who are trying to contribute to the actual question of the thread.



                        Back on topic:
                        As to making tradeskilled items more powerful for people with high skills in that trade, the coding behind that would probably take longer than any benefit from it would be worth.

                        I really like the idea of a LotD style AA that doubled skillup chance for the next X minutes. Though, of course, talk begins right after my main gets his last skillup

                        Also, the "focused" idea, where you get a boost to success rate for the next couple combines, sounds like a cool idea. Something like 2 minutes every 24 hours or such. Would certainly help when I finally need to make my elegant/sublime combines.
                        Woot!! Master Artisan as of 1-19-08

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                        • #42
                          It would be neat if you could make some AA's as alternatives to the Veteran's AAs, but with tradeskill effects, on the same timer and rewarded on the same basis.

                          Lesson of the 300 (double skillups for 20 combines)
                          Expedient Salvage (100% salvage fire on the next failure within 15 minutes)
                          Deftness of the Faithful (+50 in each tradeskill for 10 combines)
                          Denmum Jester (gives you two chances to succeed on your next combine, but if you fail, a female halfling with a rolling pin follows you around for 30 minutes mocking you.)
                          I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

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                          • #43
                            My post does seem cynical, if you are less familiar with EQ's level caps. But there's also some good pure ideas in it: use of Heroic stats, extensions to the Tanaan Mastery AAs to skillup past 300, a way for tradeskillers to 'group', and putting a trivial cap on Mastery, which would make it less of a nightmare for Ngreth.
                            83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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                            • #44
                              Streamline Process- Returns an item upon a success, a "component conservation" ability.

                              Priest Imbue AA's for new Gems

                              Familiars- Follows you around, bestowing x amount of hp or mana/end based on the amount of your total skill in the basic 7. Sort of like a LoN Naggy. Something like a quested line to enabling learning how to summons one.

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                              • #45
                                Ngreth,
                                Thanks again for being the most responsive dev in the office. It's always good to see your posts about our ideas, even tho you ogre-smashed my favorite that I brought up!
                                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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