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  • #16
    Smithing and tailoring are obviously important, but when I saw that line I just assumed they meant brewing (esp for non-alcohol drinks).

    There are plenty of baking recipes in PoP, but not many for brewing.

    There are no cheap enduring drinks to be brewed, only some that are over 30 plat per stack.

    Every character drinks just as much as he eats at all times; it makes sense that there should be near-parity between baking and brewing.
    83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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    • #17
      Originally posted by Gello
      If they're poking around gaps in the cultural tailoring, I hope Bristlebane can break Karana's monopoly on vale tailoring for chainwoven and steelweave. I've run across no halflings in Karana's plane and hordes of them in Bristlebane's.
      Preach it brother. How about some nice brell imbues too?

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      • #18
        Half Elves

        I'd like to see them throw a bone to the half elves out there who really enjoy tradeskilling.

        For example, I am currently working on smithing, and having to choose between Shadowscream and Sickles for skill ups is rather depressing.

        I'm not asking for cultural per se - I'd just like something...anything to help us out.
        Lunira, Xegony
        Level 65 Half-Elven Cavalier of Erollisi Marr
        Brewing: 250, Smithing: 214, Tailoring: 178, Baking: 200, Pottery: 200, Jewelcraft: 187, Fishing: 200, Fletching: 200
        -----------------------------------------------
        Evilyn, Level 59 Iksar Shaman
        Mystic of Cazic Thule, Alchemy: 175

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        • #19
          Smithing

          Shadowscream
          Ditch the no rent on the shadows. Most everyone knows how to circumvent this anyways by corpsing a mule. Fix the hollowshade war. It wouldnt be half as bad if the **** zone worked 100% of the time (or even 20% of the time).

          Add in a way to enchant metal without non stacking blocks requiring globs of mana. The vial method is a ok with me. Something cheap, like cloudy though I'm not asking for chanters to be removed form the process, but make it less irritating for both of us.

          Of course plug the gaps in cultural armor, without giving the market entirely to humans, unless you plan on adding iksar/eru to my fulvous, inkies/humans/half elves to my darkscale, etc.

          Upgrade the BD chain a bit, or make it so 2 rings/chain parts are returned, thereby (roughly) halving the cost of the armor.

          Give iksar sk's/warriors decent armor

          Up the drop rates on plate scales in CT.

          Up iksar blood

          Reduce the need for morning dew

          Make seaweed droppable

          Reduce temper requirements on pop plate.

          Add in a few more bridge recipes that are useful. Ornate chain sucked from its conception.

          Tailoring
          Drop the trivial on a shawl a bit. The reason people flooded the arylia market was to make this **** thing. A trivial of 200 would put it in line with the other trivials, and cut out on the zerg combines people are doing.

          Reduce the trivial level a bit on velious recipes.

          Alchemy

          Make it so right clicking the potion reveals its stat effects.

          Create an item capable of allowing regular and 10 shot combines. Its irritating to carry around 2 bags. I dont care if its a relatively hard to get drop. Someone suggested a trophy summoned item.

          Reduce cost on luclin potions. 100+pp for a clarity potion is nonsense.

          Generally reduce the price on potions somewhat without lowering the vendor asking price on potions people sell to them. I dont want recharging potions to become a better alternative than buying player made ones.

          Celestial Essences
          Make a way to produce more of these **** things at once than there already is. I have worn out at least one mouse doing these stupid things, and I think everyone hates them.

          Those are the issues I am most familiar with, and feel most confident in putting forth. I realize there are issues with many other trades, I just am unqualified to speak on them.
          55th level ogre shaman of the Drinal server, proud member of Soulbonded, high master smith (229), and originator of the 60th level necro solution to tailoring.

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          • #20
            My own hope is one of the things they will change is the return on chiseled down blocks and bricks to a more realistic rate. This would also help in smithing, tailoring and fletching with regards to acrylia drops. Presently all three trades have a use for small bricks. If you got 2 small bricks by chiseling down a large brick it would go along way to easing the tedium of farming the stuff.And while i am dreaming maybe they will take the no-drop tag of the microservers. I hate haveing to farm greens for hours to get no-drop stuff for bows.I also hope they will re-evaluate the skill up rate post 202 for fletching, it takes forever now to get one skill-up. This is supposed to be fun not frustrating.
            Greym Greymantle, Windcaller of Tunare
            GM Fletcher + Smith The Rathe "Rangers don't get lost they explore"

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            • #21
              Originally posted by Wyrdlan
              Things (I believe) that are poorly thought out:


              Tailoring:

              It's time to reduce to trivial rates on velious armor. I wouldn't suggest dropping them as drastically as the smiths got hit, but I do think they should drop to the 210 to 220 range and have the drop rates for panther/haze panther increased, and the forage rate for the yew leaves increased as well. That would put them more in line with the quality of the armor. (Most of it is lower quality than the easier to make acrylia armor)
              I really disagree with this. I am in the process of skilling up in tailoring (195 currently) and if this happended I would be stuck with several mules full of supplies that I have been patiently collecting for the last few months while getting to 200.

              Currently tailoring is NOT easy, why make it harder? Those trivials have been 250+ for a long time and I am sure a majority of current GM tailors skilled up partially using Velious tailoring. It would be completely unfair to take that away from new tailors. I get an uneasy feeling when people ask for trivials to be lowered after they have been in the game for years.

              Increasing the panther drops was mentioned but changing the rules now would be unfair to up and coming tailors who have been banking tons of supplies for a big run.

              Just my two cp.
              Mridule
              Outrider
              $tormhammer

              Comment


              • #22
                Originally posted by Mridule
                Originally posted by Wyrdlan
                Things (I believe) that are poorly thought out:


                Tailoring:

                It's time to reduce to trivial rates on velious armor. I wouldn't suggest dropping them as drastically as the smiths got hit, but I do think they should drop to the 210 to 220 range and have the drop rates for panther/haze panther increased, and the forage rate for the yew leaves increased as well. That would put them more in line with the quality of the armor. (Most of it is lower quality than the easier to make acrylia armor)
                I really disagree with this. I am in the process of skilling up in tailoring (195 currently) and if this happended I would be stuck with several mules full of supplies that I have been patiently collecting for the last few months while getting to 200.

                Currently tailoring is NOT easy, why make it harder? Those trivials have been 250+ for a long time and I am sure a majority of current GM tailors skilled up partially using Velious tailoring. It would be completely unfair to take that away from new tailors. I get an uneasy feeling when people ask for trivials to be lowered after they have been in the game for years.

                Increasing the panther drops was mentioned but changing the rules now would be unfair to up and coming tailors who have been banking tons of supplies for a big run.

                Just my two cp.

                Hmmm... sounds like what happened to some Smiths, now doesn't it?

                Me being one of those Smiths.
                Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
                Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
                Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
                Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

                Comment


                • #23
                  It happened to smiths and none of them liked it why would anyone wish it on another trade skill.
                  Liwsa 75 Druid Prexus - Retired


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                  • #24
                    I would like something for my gnome smith to make in the imbued armour department.
                    Come on guys, one more pull. What is the worst that could happen?

                    LOADING, PLEASE WAIT ...


                    Arch Lich Mortymer Bonewalker - Dead Sexy Gnome Necro
                    Raid Leader - Obsidian Ryders
                    Xegony

                    Comment


                    • #25
                      As it is now, it is IMPOSSIBLE to introduce a good tailored or smithed item that doesn't have a 250+ trivial, since the market will be trashed withing a month of introduction. Meaning anyone without 250 skill is sitting out in the cold.
                      This is really a design problem and is the same for every tradeskill. Tradeskills are like a pyramid, the higher you get in the skill the less people there are that can make that particular item. Since Sony wants to add good tradeskill related items and doesn't want them to be easy to make, they have to make the trivial at 250+. This is sort of why I wish they would've added those "Advanced Tradeskills" they talked about a while ago.

                      It's time to reduce to trivial rates on velious armor. I wouldn't suggest dropping them as drastically as the smiths got hit, but I do think they should drop to the 210 to 220 range and have the drop rates for panther/haze panther increased, and the forage rate for the yew leaves increased as well. That would put them more in line with the quality of the armor.
                      Honestly, I don't think tailoring progression needs much work. Tailoring is as difficult as smithing is right now. Lowering the trivial on Velious armors would also cause a gap in Tailoring since it would make the only way to skill up past 220 be celestial robes (incredibly expensive), cultural (which not everyone has), PoP armor (not a skill up route), and flawless rockhopper armor. Having Flawless Rockhopper armor be the only viable way for a Tailor to progress past 220 would also make it more difficult on a smith since both Smiths and Tailors would be required to farm acyrlia to get skill ups and we all know how few places it actually drops.

                      Hmmm... sounds like what happened to some Smiths, now doesn't it?
                      Yeah, but my hope is that Sony learns from their mistakes and doesn't repeat it.

                      ---

                      My hopes with their tradeskill "fix" is that they increase the stats on Plane of Storms armor to match the rarity of components. As it is a lot of this armor is worse than cultural by 10 times harder to make. I pray they don't decide to raise drops as a fix to it.

                      Same goes for Nightmare. While Nightmare armor is easier to make, it still requires fighting in a 55+ zone with rare drops.

                      I also hope that they add some more stats to the Ceramic focus items. Yes, the items from Plane of Fire are harder to make than those from Justice, but this isn't like the armor where people want them for their stats, people want these for their focus effects. Why should I get lesser stats on my Ceramic Hammer because I would rather have Affliction Haste than Spell Haste? The difference in focus effects is enough, I don't think the stats on them need to be that drastic as well. Of course, these items are also hard enough to create.

                      However, I'm still waiting for block conversions, troll cultural baking, no rent tag to be removed from shadestones, collapsible containers to allow PoP combines, etc. etc. etc. so I'm not expecting to see huge changes out of this or even ones that will come anytime soon. But then again, I am a pessimist at heart.

                      Comment


                      • #26
                        Originally posted by Flabbo McFattyfatfat
                        Smithing
                        Make seaweed droppable
                        Actually, they already did this one a short while ago. I noticed it while fishing a few weeks back. Just to confirm I wasn't making this up in my head I did a search for it and found this thread:

                        http://mboards.eqtraders.com/phpBB2/...twater+seaweed

                        Just wanted to let you know. I can definitely agree on the morning dew part... I don't know how many *days* I've spent in Lesser Fay with my two druids to get this stuff... Ugh.
                        Gillin Whisperfoot
                        51st Hairfoot Raider of Storms!!
                        Tunare


                        Comment


                        • #27
                          Don't mistake what I'm saying. I'm saying if they are going to redo tradeskills they should do ALL of the following:

                          1) Reduce the trivial on velious armors. Monk armor is still made for fashion, as is rogue armor. Cobalt drake belts are occasionally worn by mid level wis casters. They should be 200 range trivials.

                          2) Fix the stupidity of the new smithing progression. Shadowscream is a cruel joke and acrylia just drops too slow to have smithing progression tied to materials tailors ALSO want mixed with too rare drops. Fixing the NODROP NORENT flags and bumping the drop rate to about double, and fixing the war would cure this problem, also the stats need to be reevaluated. Another 10 or so AC and perhaps a little str/sta would fix them.

                          3) Add in (gasp) silk options for casters to replace the Velious options. Just make them WORTH MAKING.

                          4) If you are going to look at shields, how about giving the smiths some nice Furious Bash AC 30+ shields to make with blue diamonds?

                          Comment


                          • #28
                            Originally posted by Angelsyn

                            Hmmm... sounds like what happened to some Smiths, now doesn't it?

                            Me being one of those Smiths.
                            Yes, that happened to smiths and I agree with you that it was really demoralizing (I am a 192 post trivial change smith myself) but I think it would be even worse for tailors (me anyways) if it happened to velious tailoring.

                            The Fine Steel Receipes only had one component that was not vendor sold, leather padding. The velious tailoring recepieces are almost all non vendor: hides, velium, and drake eggs/cod oil. So after the smithing change I had a few backpacks full of paddings that were not as useful as before. If they changed the velious tailoring to 200 I would have a mule's worth of time-consuming-to-get/expensive-to-but-in-the-bazaar supplies that I could not skill up on. I guess I could sell them but I have spent lots of effort and cash gathering them up. I doubt if I would be able too break even because the price on the supplies would go down once they lowered the trivial.

                            This is all speculation at this point and it really not worth worrying about until a more "substancial" rumor comes along.
                            Mridule
                            Outrider
                            $tormhammer

                            Comment


                            • #29
                              I'm against just about anything that makes tradeskills easier. I'm a 109 tailor and 157 smith so it's not out of self-interest. It appears that tailoring and smithing are the most lucrative of the tradeskills and I think it's precisely because they are so hard to skill up on.

                              Divine Comedies on Karana º Listen to my theme song º Slay the dragon to email me º Profile.

                              Comment


                              • #30
                                Originally posted by DeegerStormcrow
                                I'm against just about anything that makes tradeskills easier. I'm a 109 tailor and 157 smith so it's not out of self-interest. It appears that tailoring and smithing are the most lucrative of the tradeskills and I think it's precisely because they are so hard to skill up on.
                                My gripes are not aimed at making anything easier... I just want more balance.

                                When I have to decide between making 1 Plate item or 3 Chain items (PoP Smithing), especially when the Chain items are clearly more valuable to the classes that use them, then there's something wrong.

                                When I have to hunt tougher mobs & gather much rarer drops to make 1 Plate item, compared to using about half as much of the more common drop for 1 Chain item (CT Smithing), especially when again the Chain items are more valuable to the classes that use them, then there's something wrong.

                                When an item is more valuable without the Imbue to the people who worship that deity (Inny & CT Sharkbone Warhammer), then there's something wrong.
                                Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
                                Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
                                Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
                                Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

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