Announcement

Collapse
No announcement yet.

Fan Faire Report

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Well, be careful what you ask for. We may have the 5% failure rate removed, but then I predict the 5% minimum success rate will be removed also.
    Fine by me.

    If your skill is so low that you would have less than 5% chance of making the item, what are you doing even attempting it?

    Heck, those people using Solstice robes for skill-up may see this as a godsend, if they have absolutely no chance of success, they wont lose so many chains at 150 tailoring.
    Newb Tradeskiller Extraordinairé.

    Baron Sorcerer of 62 levels and 2555 quads. Proud owner of the Sixth Shawl . Retired

    Comment


    • #32
      The usual long time reader first time poster goes here I guess.

      I was the one who asked the question about removing the 5% failure on SEVERELY trivial combines. I'm not sure that part of the question got through because Scott Hartsman was still trying to figure out that you could fail a trivial combine. He stated he doesn't do tradeskills so that he didn't know that was possible. Heck, I'd be happy if all trivials became no fail but was only interested in combines that were 100+ less than the current skill.

      I also asked the question about Trolls taking back Grobb for what it is worth. Walking around in Gukta (it hurts to even type that word) in Wood Elf form just doesn't cut it.

      Bunga Unleashed
      Troll Dread Lord
      Fate`s Forge
      E'ci

      Comment


      • #33
        Re: Did anyone read this cool feature in EQOA?

        Originally posted by Faelorn
        How will the tradeskill system work?

        Items will have a minimum trade level requisite. You can advance 1 tradeskill level for every 5 adventuring levels per skill. So each tradeskill ranges from Levels 1 to 10 as a skill. Items which are suitable for high levels will only be able to be made by high level characters using this system.
        I saw this on the Caster's Realm site and I have some concerns about it. Does anyone has more information on this new tradeskill system and how it is supposed to integrate with the system already in place? My main tradeskiller is a 250 jeweler with several other tradeskills at/near the 200 level. I've spent most of my time on her tradeskilling rather than leveling and she is only level 29 now. Does this mean that all the effort that I've put into tradeskills so far is going to be lost because of her low adventuring level?

        That said, it does look like there are a lot of nice features that they are talking about adding for tradeskillers. The journal is awesome and also that you wouldn't lose dropped items on combines. I'd just like to know if they are throwing the 250 system completely out the window and what it means for those of us who have leveled under that system.

        The full article can be found here:
        http://eqoa.crgaming.com/viewarticle.asp?Article=148

        Comment


        • #34
          That article was for EverQuest Online Adventures, not EverQuest. So it won't matter to your level 29

          Comment


          • #35
            Yep, I see that now that I'm looking at it again... Hmm, lack of sleep I guess.

            Thanks

            Comment

            Working...
            X