Got to be a positive enhancement, even if the skill ups come slower (if the engine is tweaked that way). Making such things as mino hero brew will no longer be such a pain in the wrist for players.
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Our tradskilling should be this easy
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just another reason Ibought myself a trackball, lol. I love my trackball /hugMy Stats
"There's no point in being grown up if you can't be childish sometimes."
The Doctor (Robot, 1974/5)
"powerful, crush the lesser races, conquer the galaxie, unimaginable power, unlimited rice pudding, etc. etc."
The Doctor (Rememberance of the Daleks)
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A few thoughts about this one-click-in-the-journal-to-combine bit.
I really like the idea for how it simplifies combines, but I feel that you should ONLY be able to do this for combines that are trivial OR when you have 250 skill (modified or unmodified). As with the EQOA description, you must have successfully performed the combine at least once before you can use this journal method.
The reason is practicality. Right now, tradeskills are a challenge and worthwhile for us to do because not everyone has the patience to perform the needed clicks. (Cost and difficulty of obtaining components aside, of course, but even that doesn't apply to some skills like brewing or baking.) If we make it so that you can click "combine" after a single success, then just about every player in the game would become a 248 brewer very quickly and with no real drawbacks (on Minotaur Hero Brew, a nine-item combine that's entirely storebought).
However, any trivial combine is just a hassle to make. Theoretically (and I know it's not necessarily this way in EQ, but still), if a combine is trivial, then it indicates that you have mastered the skills to perform that combine. You may still fail -- maybe you tripped while pouring temper over the hot metal, or burped and lost your concentration while setting the gem in the ring. However, the vast majority of the time, you should be able to perform the combine with no problems -- it becomes routine.
To justify the 250 skill thing, well ... you simply can't advance your skill any further. Thus, there's no benefit in performing multiple non-trivial combines over and over (aside from making the end product, of course). It simply becomes a click-fest, and removing that chore for those who have grandmastered a skill would be a nice bonus.
Thus, in gameplay terms, it simplifies life for those who have invested the necessary time and effort to raise their skills. It allows you to make trivial combines much more quickly, and reduces wrist-ache for those who are grandmasters. The benefits of this become immediately obvious when you consider how many trivial combines you go through on any of the advanced combines. Heck, being able to make kiolas for Wu's without repeated clicking alone would validate the existence of this tool!
Sir KyrosKrane Sylvanblade
Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
Lightbringer, Redeemer, and Valiant servant of Erollisi Marr
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This has been in Dark Age of Camelot since it opened.
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A crying shame that:Originally posted by DulsinThis has been in Dark Age of Camelot since it opened.
1. DAoC has that accursed timer on combines. How stupid is that?
2. Tradeskilling in DAoC is actually rather lame. Pretty much all the ingredients are sold by a handful of vendors right in the same area. No hunting or exploration is needed. Not to mention, there are very few "fun" roleplaying things to make. Batwing crunchies or fireworks anyone?
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The timer is anoying but the worst part about it is ridding 15 minutes to get to the area where they sell the materials you need. The top end crafter materials are out on the frontiers so you can get sniped at by enemy rogues while encumbered with good to make your next set of armor.... There is definatly excitement to be had crafting at the relic keeps!Originally posted by MarcalusA crying shame that:Originally posted by DulsinThis has been in Dark Age of Camelot since it opened.
1. DAoC has that accursed timer on combines. How stupid is that?
2. Tradeskilling in DAoC is actually rather lame. Pretty much all the ingredients are sold by a handful of vendors right in the same area. No hunting or exploration is needed. Not to mention, there are very few "fun" roleplaying things to make. Batwing crunchies or fireworks anyone?
Actualy none of that is the reason not to be a crafter in DAoC. What took the life out of my crafter was after he achived an 1100 skill in armor smithing they added in an "epic" quest (that took almost a whole day to do) that gave a full set of the best armor in the game at max quality with huge stat bonuses.
Quest gear > Crafted gear
Easy to get > Very expencive
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