"Both make a lot more sense now. I'll agree that, at first glance, research is complicated. JC is not. I don't understand that complaint. What exactly is confusing you?"
My biggest complaint about JC is the missing recipes. Now it is not possible to make the old items, plus the materials that you enchanted to work with them must now be sold to a vendor at a loss since you can't use them with them any more. My other big complaint with many of the tradeskills, especially including jewelcrafting, is that when you right click on an item, it won't tell you what stats it will give you. People should not have to log into an application outside of the game to figure out what an item will do. EQ was originally designed to be used without the need for outside websites, now they are attached to our hips due to limited information in game, plus additional complexity. As for "making sense", let me focus on spell research. Instead of some of these subcombines, they could have made them vendor purchaseable items. In addition, let's look at the gold standard imo of combines. The first tailoring items you would make in a game. It took one ruined pelt and one pattern. The pelt you hunted for (the drop), and the pattern you purchased. It was pretty obvious what you were going to get, and it was simple enough that you wouldn't constantly have to switch back and forth between a website and the game. That formula made sense. This new complexity doesn't make sense to me, and is complex enough that I will probably never have it memorized (nor for that matter probably ever work on raising tradeskills again). For cultural armor, this is what I would have recommended: mob drop (choose the number of this item you want), pattern, race-specific vendor sold item. That's it. The drop determines the level of the item, the pattern determines the type, and the race-specific item determines the race restriction.
My biggest complaint about JC is the missing recipes. Now it is not possible to make the old items, plus the materials that you enchanted to work with them must now be sold to a vendor at a loss since you can't use them with them any more. My other big complaint with many of the tradeskills, especially including jewelcrafting, is that when you right click on an item, it won't tell you what stats it will give you. People should not have to log into an application outside of the game to figure out what an item will do. EQ was originally designed to be used without the need for outside websites, now they are attached to our hips due to limited information in game, plus additional complexity. As for "making sense", let me focus on spell research. Instead of some of these subcombines, they could have made them vendor purchaseable items. In addition, let's look at the gold standard imo of combines. The first tailoring items you would make in a game. It took one ruined pelt and one pattern. The pelt you hunted for (the drop), and the pattern you purchased. It was pretty obvious what you were going to get, and it was simple enough that you wouldn't constantly have to switch back and forth between a website and the game. That formula made sense. This new complexity doesn't make sense to me, and is complex enough that I will probably never have it memorized (nor for that matter probably ever work on raising tradeskills again). For cultural armor, this is what I would have recommended: mob drop (choose the number of this item you want), pattern, race-specific vendor sold item. That's it. The drop determines the level of the item, the pattern determines the type, and the race-specific item determines the race restriction.
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