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  • #16
    This really begs the question of how -idiot proof- do you want things to be?
    You're welcome to feedback that all combines without all proper ingredients in the recipe should result in a destruction of everything used, like it used to be, but I don't think anyone will listen, fortunately.

    My proposal is very much in line with the way tradeskills are coded, and with common sense, and with how the lore flag is handled everywhere else in the game.

    How the lore flag is handled elsewhere in the game:

    If you try to loot something on a corpse, for example, it say you can't loot duplicate lore items, and the item is still there on the corpse. If you try to perform a trade which would result in a duplicate lore item, the trade is cancelled and everyone keeps everything they had initially.

    How it is in line with the way tradeskills are coded:

    If you attempt to combine with the wrong components, nothing happens and nothing is lost. If you attempt to combine in the wrong container, nothing happens, and nothing is lost. Heck, haven't they even fixed it so that if you attempt to combine with stacks, nothing happens and nothing is lost? I haven't tried that one yet.

    Common Sense:

    I suppose this is subjective, but it seems to be the common sense approach to me, especially after noting how it goes with everything else in tradeskills and with lore flags as I just pointed out.

    Thus, I have shown that the fix I propose is very much in line with everquest tradeskills, but I have not addressed the idea that it should be easier to screw up, not harder.


    RE: The dumbing down of tradeskills

    I recognize that the changes to prevent accidental loss of valuable materials are a good thing to the game. The game is being changed to eliminate such incidents, and I have found one, and pointed it out. To those who miss the old days of total loss on any mistake, I apologize, but you dinosaurs are going extinct.

    If you want to make tradeskills more "accident prone" to increase the difficulty, why do you target combines that are mainly for non-tradeskillers but are put in the game to support dependence on the elite specialists in tradeskills? I already pointed out that the seru bane weapons are one possible situation, and those involve one master brewer and one master smith providing some materials for non-tradeskillers to deal with. It is the non-tradeskillers who will encounter the lore objects in this example.

    It really is too little too late, if your goal is to prevent the "dumbing down" as you say of tradeskills, after all the other fixes that are in to help prevent accidental destruction of materials. I personally am astounded that anyone could object to my post.
    GM Brewer

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    • #17
      Could you have thrown a brick of ore in with the chisel to break it down, hit combine and lost the chisel to duplicate lore item? Would've costed a brick of ore, but better than having to sell it back to the vendor so you could move.
      Forest Scion Aluaeia Bukkakestar
      Dead Sexy Dark Elf Druid
      Tarew Marr

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      • #18
        Now thats something I did'nt think about.
        Master Iannyen Sparklybitz
        Coercer of 65 Dissapointing Illusions
        Bearer of the Blessed Coldain Prayer Shawl

        Tradeskills were once displayed here

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