Want to make practice research viable and pull some money out of the economy at the same time?
Why have no spell reagent merchants sprung up to handle the demand of all the apprentice spellslingers who have a dire hunger for bat fur, bonechips, and so forth? Surely the magic guilds of the various towns would have identified this crippling resource shortage by now, if only in the interests of bilking the players of their hard-earned farming proceeds?
The solution?
Make the items required for practice reseach purchaseable from vendors.
Suggestion: Make practice research skill items required to make Azia/Beza runes purchaseable from vendors in the INT caster hometowns: Cabilis, Erudin, Ak'Anon, Neriak, Felwithe, Freeport, Qeynos, Paineel, Gukta/Grobb. (Alternatively: Add one merchant in PoK.) Make the prices reasonable, given that the combined, final practice runes have no resale value on the player market and no additional uses.
Please note: I'm not suggesting that the spell making components (words/pages/runes) be vendor sold, just practice research items (bat fur, bone chips, rawhide armor). The gems are already sold by vendors, all that is needed is to allow spellcasters to practice their research without wasting the rare components in order to simply improve skill.
The rationale for this is that research is pretty much a requirement for any INT caster. Unlike brewing, a tradeskill that's optional (no offense brewers - I am one) for all players, INT casters have a significant chunk of their class abilities unavailable to them in the mid-levels of the game unless they invest significant time and substantial money into raising their research skills. Even after spending hours farming the green-con mobs for the practice research items they need for skill increases, they still must seek out and buy the components needed to create the spell itself. This is particularly crippling for mages, who are often forced to use lower level spells in order to research the next "tier". (In other words, using level 12 pet spells as components in level 16 spells, as an example.) In some cases, that means using research to research the components used as sub-combines for the next spell in line. (Failures are particularly unpleasant - mages have been known to spontaneously combust after contemplating the cost of a few repeated failures on a very desirable spell.)
Making these practice components available on merchants would allow casters to invest their money (and remove it from the economy) in exchange for the opportunity to practice the skills they require to perform at the level they should. The current system merely moves money from one player to another within the economy.
It will permit them to save their harvested research components (words/pages/runes) for the time after they have spend a couple of hours contemplating the alchemical uses of bat fur. Much like brewing, skilling up itself should be a relatively easy process. Making the good items still requires a trip out to hunt down the good/rare components, but raising skill would become less a matter of random drops from very green-con foes, and more a matter of dedication to the skill.
Finally, it will help to reduce the painfully expensive mid-tier skillup paths for mages, by allowing them to raise their skills via practice research before attempting the painful sub-combines that will set them back a significant amount of earned platinum.
Comments? Criticisms?
Why have no spell reagent merchants sprung up to handle the demand of all the apprentice spellslingers who have a dire hunger for bat fur, bonechips, and so forth? Surely the magic guilds of the various towns would have identified this crippling resource shortage by now, if only in the interests of bilking the players of their hard-earned farming proceeds?

The solution?
Make the items required for practice reseach purchaseable from vendors.

Suggestion: Make practice research skill items required to make Azia/Beza runes purchaseable from vendors in the INT caster hometowns: Cabilis, Erudin, Ak'Anon, Neriak, Felwithe, Freeport, Qeynos, Paineel, Gukta/Grobb. (Alternatively: Add one merchant in PoK.) Make the prices reasonable, given that the combined, final practice runes have no resale value on the player market and no additional uses.
Please note: I'm not suggesting that the spell making components (words/pages/runes) be vendor sold, just practice research items (bat fur, bone chips, rawhide armor). The gems are already sold by vendors, all that is needed is to allow spellcasters to practice their research without wasting the rare components in order to simply improve skill.

The rationale for this is that research is pretty much a requirement for any INT caster. Unlike brewing, a tradeskill that's optional (no offense brewers - I am one) for all players, INT casters have a significant chunk of their class abilities unavailable to them in the mid-levels of the game unless they invest significant time and substantial money into raising their research skills. Even after spending hours farming the green-con mobs for the practice research items they need for skill increases, they still must seek out and buy the components needed to create the spell itself. This is particularly crippling for mages, who are often forced to use lower level spells in order to research the next "tier". (In other words, using level 12 pet spells as components in level 16 spells, as an example.) In some cases, that means using research to research the components used as sub-combines for the next spell in line. (Failures are particularly unpleasant - mages have been known to spontaneously combust after contemplating the cost of a few repeated failures on a very desirable spell.)
Making these practice components available on merchants would allow casters to invest their money (and remove it from the economy) in exchange for the opportunity to practice the skills they require to perform at the level they should. The current system merely moves money from one player to another within the economy.
It will permit them to save their harvested research components (words/pages/runes) for the time after they have spend a couple of hours contemplating the alchemical uses of bat fur. Much like brewing, skilling up itself should be a relatively easy process. Making the good items still requires a trip out to hunt down the good/rare components, but raising skill would become less a matter of random drops from very green-con foes, and more a matter of dedication to the skill.
Finally, it will help to reduce the painfully expensive mid-tier skillup paths for mages, by allowing them to raise their skills via practice research before attempting the painful sub-combines that will set them back a significant amount of earned platinum.
Comments? Criticisms?
Comment