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  • I wish SOE would do this...

    Make it possible to gain skill in trades that normally you wouldn't be able to gain skill in through the use of "Horribly Expensive Time Sink Questing" or HETSQ for short.

    What I'd be willing to do... for the first skill, say, Research. You turn in to Mr. Quest NPC a tradeskill trophy from ALL the normal tradeskills, nicely combined into a neat little packet. You then gain ability to gain skill in research. If you were a researching class, you can research other classes spells at your current level of skill. Otherwise, you start at 1.

    Then, when you are 250 (can research go that high?) you go back to Mr. Quest NPC and give him either a special ND combined item that uses that skill and is of the same difficulty as a GM trophy, or a copy of the highest level spells for the research classes (nicely combined again) He says something like "Ah, you have learned well Grasshopper! Now, if you're still interested in advancing your knowledge... go visit Mr. Quest NPC2 in Wherever and learn the arts of the poisoner!"

    You go to that guy, he wants ANOTHER set of GM trophies and copies of the spells (or the new GM research thingie). Then you can learn make poisons (not application tho...) Go back to him with some insanely hard poison "trophy item" or whatever, and he sends you to another guy...

    This guy wants all the above items (AGAIN), and unlocks Alchemy.

    Repeat again for Tinkering.

    Hey, I'd do it (and I'm terminally broke LOL)

  • #2
    Are you CRAZY :?:

    Pootle Pennypincher
    Short in the eyes of some...
    Tall in the hearts of many!

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    • #3
      and while we're at it lets just make all cultural armor combinable by any race...

      /sarcasm off

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      • #4
        Bad idea.

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        • #5
          First it was the thread on the AA Forage and now this...I don't understand what it is people don't understand about balance in game and why some classes have certain skills and why they don't have others.

          Hobbun

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          • #6
            Originally posted by Hobbun
            First it was the thread on the AA Forage and now this...I don't understand what it is people don't understand about balance in game and why some classes have certain skills and why they don't have others.

            Hobbun
            /agree Hobbun.


            -Lilosh
            Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
            President and Founder of the Loudmouthed Sarcastic Halflings Society
            Also, Smalltim

            So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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            • #7
              Considering how extremely long and expensive it would be, nobody but someone who's extremely dedicated (or insane) would do it, so I don't think it would be a balance issue.

              First, you have to get to 250 in all tradeskills.

              Then you have to make a GM trophy for each tradeskill... considering it took my friend over 10kpp and a month and a half to get just one, that is an enormous expenditure of time/money. And all you'd get for the first pass is the relatively useless skill of research. So for all 7, lets assume 70k and a month.

              Then you have to do it again, to get the ability to make (not use) poisons. So that's another 70k and another month (140k/2mo)

              Then again to make potions (210k/3mo)

              And yet again for tinkering (280k/4mo).

              Wait, I'm forgetting skilling up... so assume you never go anywhere, group, or do anything... Conservative estimate here of 3 months per skill and 100k per skill (this isn't accurate I'm sure, but considering failures and such it's possible?) So...

              First pass - 170k/4mo
              Second pass - 240k/5mo
              Third pass - 310k/6mo
              Forth pass - 380k/7mo

              Which completely leaves out of the equation the time required to get the AA points to skill up another tradeskill to grandmaster. So you would need to hunt some to get those.

              And you'd have to hunt and sell a decent amount to get the PP to afford all that.

              Except for the insane/dedicated few, 380k and 7 months of time spent on a single quest would be unlikely to be accomplished.

              And why shouldn't a (say) wood elf druid be able to do those skills? Research, maybe not, as we couldn't cast the spells to see if they worked. But all the rest... mixing/distilling ingrediants only takes a trained memory, to know what to mix and how to distill, not really any particular skill. And building things... maybe a race with smaller hands would be better at it, but that doesn't mean nobody else could. Make it so we skill up slower and get more failures and higher trivials on everything <shrug>

              <shrug> It's just an idea afterall, I doubt seriously that SOE would even consider it an option... I just wish I *could*, I don't think I'll ever be able to.

              Sorta like a guy wishing he could sleep with a_supermodel_01... not that he ever has a chance lol

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              • #8
                ooh, theres one I missed! foraging... and the turn in item... uh... a druid epic. That takes lots of foraging. Either that or that foraging modifier item.

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                • #9
                  As any game that has been out long enough can prove, if you make it possible to do something, not matter how insane or improbable you think it is to do it...Someone will figure out a way to do it and then post a guide to how to do it in 30 days or less.
                  Delandril Ravenclaw
                  Druid of the 61th Bough
                  Lord of Faith
                  Court of the Crosswinds - Firona Vie

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                  • #10
                    Originally posted by Kulani Autumnwood
                    And why shouldn't a (say) wood elf druid be able to do those skills? Research, maybe not, as we couldn't cast the spells to see if they worked. But all the rest... mixing/distilling ingrediants only takes a trained memory, to know what to mix and how to distill, not really any particular skill. And building things... maybe a race with smaller hands would be better at it, but that doesn't mean nobody else could. Make it so we skill up slower and get more failures and higher trivials on everything <shrug>
                    This argument has been raging back and forth, with very little give on either side, for over a week.

                    If you'd like to discuss giving racial/class abilities being given to all classes and races, then you can join in the discussion in "Forage as an AA ability". That is the very topic of discussion, (The scope of discussion having been broadened quite a bit, to discuss giving class defining and or racial abilites to all PCs).

                    -Lilosh
                    Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
                    President and Founder of the Loudmouthed Sarcastic Halflings Society
                    Also, Smalltim

                    So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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                    • #11
                      Originally posted by Kulani Autumnwood
                      ooh, theres one I missed! foraging... and the turn in item... uh... a druid epic. That takes lots of foraging. Either that or that foraging modifier item.
                      Ranger epic has foraging too. You talking about the foraging machete?

                      And I'm glad I read all the replies before I read the first post, otherwise I would never have understood it.
                      Retired -
                      Avelyna, 69 ranger
                      Tiadari, 62 druid
                      Syrarri, 52 beastlord
                      Rodcet Nife

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