Announcement

Collapse
No announcement yet.

Upcoming Cultural Changes

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

  • Upcoming Cultural Changes

    There are many changes coming to the culturally tradeskilled armors.

    The first change that we’d like to announce is a change to the names of the armor sets and symbols. The current names did not facilitate future expansion for higher level armor sets and symbols, so… The armor sets have been given a prefix that will more appropriately describe how ornately decorated the armor is. The symbols have been given a prefix that will more appropriately reflect the level of deity-specific connotation associated with them.

    Level Armor Symbol
    20 Simple Blessed
    40 Ornate Revered
    60 Intricate Sacred
    70 Elaborate Eminent
    80 Elegant Sublime

    The second change we’d like to announce is the introduction of a new skill-up path for both Tailoring and Smithing. This path will required dropped components, as has always been the case for these skills, however, they will be more widely available and spread out over much more of the known world. This path will consist of making armor templates that, while unable to be used themselves, will be used as the base used to craft other armor, including cultural. These templates range in difficulty from 15 to 465 and can be sold back to NPC merchants for the difference in merchant greed, allowing for a much more economical skill-up path.

    The third change that we will be making is the possibility of changing the word “trivial” to “difficulty”, in an effort to make everything as consistent as possible between you guys and us. The goal is to help remove some confusion as to why the combine is not no-fail when you reach that ‘trivial’ level, and the word ‘difficulty’ doesn’t carry with it the same implications.

    Now, back on track.

    The fourth change that we’ll be making is to change the cultural armor recipes to use the above-mentioned templates in the process of crafting the base cultural armor piece. The cultural armor will still require the quested books, as their patterns are what you will use to apply the culturally specific designs to the armor. This will require a new drop that is generic for all races, as well as either ore or thread (for smithing or tailoring, respectively) that is specific to your race and sold by NPC vendors. The symbols will receive a similar treatment and will still require the quested books in order to craft.

    This change will nullify the usage of all existing drops in the cultural armor crafting process.

    Those of you who have stockpiles will want to make use of them as best and quickly as possible, as once the changes go in, the currently existing cultural recipes will no longer work.

    There will be no exchange of the drops. The entire goal of these changes is to balance the drops, not create a surplus of the drops.

    There will be a means for you to ‘learn’ the new recipes easily as a means to prevent you guys having to ‘experiment’ to learn all the new recipes. This will be provided via books in game that you can ‘scribe’ by right clicking them to learn all of the recipes associated with that book. These books will start out inexpensive, though we are considering increasing the price in a couple months to something more appropriate, so you’ll want to make sure you get them as soon as possible.

    There is no current ETA for the launch of these changes, but we are working diligently on all the changes listed above (actually, they’re about 90% complete!). There are still a few loose ends to tie up, some code to be implemented and tested, and a host of other ‘small’ things for us to do.

    The majority of the changes are in and we’re in the process of evaluating what drops what, and how often. The recipes themselves have already been converted and tested via our QA department. Once all the loose ends are tied up, we’ll make another post to let everyone know that the changes are up and available on the Test Server for you guys to check out, as well as letting you guys know the tentative launch date for the new changes.

    For safety reasons I have not yet put in the changes that will disable the old recipes, so if there is a patch in the meantime, all of the existing cultural will still work.
    Ngreth Thergn

    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
    Grandmaster Smith 250
    Master Tailor 200
    Ogres not dumb - we not lose entire city to froggies

  • #2
    Someone asked "why"

    When we looked at the amount of changes that were needed, and the fact that there would still be inequity, pretty much no matter what we did. From the outside it all seems simple. Change a few items, up some drop rates, lower some other, but in the end because of the large amount of different places, amounts, types of NPC's and other such considerations it just did not look feasible, and would have taken as much time as a revamp did. Plus we would have ended up with different inequities. Only some races would have had their "farmed" items made obsolete, while some others would not.

    In the end we decided this was the best course, and it allowed us to insert one of the base concepts for a re-design of smithing a tailoring, along with a better skillpath for tailoring. Smithing happens to come along for the ride.
    Ngreth Thergn

    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
    Grandmaster Smith 250
    Master Tailor 200
    Ogres not dumb - we not lose entire city to froggies

    Comment


    • #3
      Originally posted by Ngreth Thergn View Post
      There are many changes coming to the culturally tradeskilled armors.

      The first change that we’d like to announce is a change to the names of the armor sets and symbols. The current names did not facilitate future expansion for higher level armor sets and symbols, so… The armor sets have been given a prefix that will more appropriately describe how ornately decorated the armor is. The symbols have been given a prefix that will more appropriately reflect the level of deity-specific connotation associated with them.

      Level Armor Symbol
      20 Simple Blessed
      40 Ornate Revered
      60 Intricate Sacred
      70 Elaborate Eminent
      80 Elegant Sublime
      YAY! Possible new tier(s) of tradeskilled armor, woohoo!

      So...would this table below be accurate, in terms of conversion/stats?

      CURRENT ARMOR NAME .. Level .. NEW ARMOR NAME .. Symbol

      Journeyman.....................20........Simple... ..............Blessed
      Expert............................40........Ornate ................Revered
      Master's.........................60.........Intric ate.............Sacred
      GrandMaster's..................70.........Elaborat e............Eminent
      new tier?........................80.........Elegant... ............Sublime

      I am guessing required level would remain at 5 below the Recommended level (ie: Journeyman's is 15 required / 20 recommended, GM would probably become 65 required / 70 recommended, and the new Elegant might be 75 required / 80 recommended...?


      For safety reasons I have not yet put in the changes that will disable the old recipes, so if there is a patch in the meantime, all of the existing cultural will still work
      A thousand thanks for this!
      Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
      Silky Moderator Lady
      Beneath the silk, lies a will of steel.

      Comment


      • #4
        We have to be careful in using the word "difficulty," since that word is used to describe the underlying value used to calculate the trivial. Is there a formal name for that underlying stat used internally within Sony? Perhaps we could just sync up our terminology across the board.
        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

        Comment


        • #5
          Skill Cap Change?

          Originally posted by Ngreth Thergn View Post
          These templates range in difficulty from 15 to 465...
          Just to clarify things, with this being over 150 points above and beyond the current tradeskilling caps, does this mean we may be seeing raised caps soon? Or are these combines designed to be extremely difficult?
          Woot!! Master Artisan as of 1-19-08

          Comment


          • #6
            I suspect it is so people can actually get a benefit from the current tradeskill caps.
            But I have some related questions. Will the revamped level 60 and 70 (and possible 80) armor still have the skill up bonuses? Will there still be success caps on the 70(and possible 80) armor?

            Comment


            • #7
              Originally posted by Ngreth Thergn View Post
              The cultural armor will still require the quested books, as their patterns are what you will use to apply the culturally specific designs to the armor.
              So does this mean that those of us working on our Tasks for the books should stop now or are the existing books going to be used still?
              Draglin Stoneshield'dhe
              Fishing 188 Baking 143 Tailoring 75 Blacksmithing 256 Fletching 200 Brewing 160 Pottery 125

              Comment


              • #8
                In other thread, existing book will still be useable. It's the quest for the book that will be changed. So if you're in the middle of it, finish it ASAP.

                As fopr high trival recipes, I'm guessing it's to benefit someone that has 300 skill, mastery 3 AA and 15% mod item.

                I do hope it does not mean a raise in tradeskill cap though. It's hard enough for some to reach the 2100 club (or the elite 3300 club)

                Finally there are some players who mainly lives in bazaar doing nothing but buying and selling (possibly plat seller?) and it's possible they won't see these forums and won't know about the upcoming changes until it is too late. One bazaar mule on Maelin has over 50 glossy drake hides and is always pricing them higher than other on the belief that someone would pay premium for large quanity. (this may be true, maybe not but his buyer paid too much when the price of GDH went down fast)

                Grolyn Blacknife
                Beastlord
                 T:7
                 M:0
                 T:6
                 M:1
                 T:6
                 M:0
                Fletching:
                284
                 T:7
                 M:0
                 T:6
                 M:0
                 T:7
                 M:2
                Zira Blacknife
                Shaman
                 T:7
                 M:0
                Maelin Starpyre
                Vazaelle
                Reiseraa
                Necro
                Research:
                102

                Comment


                • #9
                  Originally posted by Ngreth Thergn View Post
                  There are many changes coming to the culturally tradeskilled armors.

                  The second change we’d like to announce is the introduction of a new skill-up path for both Tailoring and Smithing.
                  I hope you don't forget tinkering since that's used also to make DoN armor.
                  300 in baking, brewing, pottery, jewelcraft, smithing, tailoring and fletching. 300 poison making. 300 alchemy. 300 research. 300 tinkering. 3300 total!! Luclin server.

                  Comment


                  • #10
                    Originally posted by KyrosKrane View Post
                    We have to be careful in using the word "difficulty," since that word is used to describe the underlying value used to calculate the trivial. Is there a formal name for that underlying stat used internally within Sony? Perhaps we could just sync up our terminology across the board.
                    Difficulty is used in multiple places, including in code. We may just have to be more clear.

                    In actuality, I do not enter a "trivial" number in the database for a recipe either... I enter a Difficulty, that then has a formula applied to it that goes to the "trivial." I am actually even trying to get that changed (because there are "trivials" that I cannot assign due to rounding and the formula, and because it may become confusing to QA to have it different in the data than what shows in the interface)

                    We will jsut have to be clear about...

                    Skill Difficulty
                    vs
                    Recipe Difficulty

                    I think folks will be able to understand it by context we use it in anyway
                    Ngreth Thergn

                    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                    Grandmaster Smith 250
                    Master Tailor 200
                    Ogres not dumb - we not lose entire city to froggies

                    Comment


                    • #11
                      Originally posted by melkorr View Post
                      Just to clarify things, with this being over 150 points above and beyond the current tradeskilling caps, does this mean we may be seeing raised caps soon? Or are these combines designed to be extremely difficult?
                      They are designed to be extremely difficult.
                      Ngreth Thergn

                      Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                      Grandmaster Smith 250
                      Master Tailor 200
                      Ogres not dumb - we not lose entire city to froggies

                      Comment


                      • #12
                        Originally posted by Bobaten View Post
                        I suspect it is so people can actually get a benefit from the current tradeskill caps.
                        But I have some related questions. Will the revamped level 60 and 70 (and possible 80) armor still have the skill up bonuses? Will there still be success caps on the 70(and possible 80) armor?
                        Funny you ask

                        The new recipes will have the success cap removed, including the new recipes that create the existing pieces (the 60 and 70 armor)

                        We are still deciding on the bonuses on the "final" cultural combines (there will not be any on the templates), but at this time have leaned towards keeping them.

                        Note, this means that the drops needed in the final cultural combine will NOT be common. But they certainly will not be as rare as the current rarer pieces (but not as common as Shissar scales)
                        Ngreth Thergn

                        Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                        Grandmaster Smith 250
                        Master Tailor 200
                        Ogres not dumb - we not lose entire city to froggies

                        Comment


                        • #13
                          Originally posted by draglin View Post
                          So does this mean that those of us working on our Tasks for the books should stop now or are the existing books going to be used still?
                          Though Unapuma answered you, I thought I would be clear and "official"

                          The existing quest books and patterns are still used.

                          The Quest will be the same for quite a while. Though we do plan on changing them, it will definitely NOT go in with this batch of changes, so will be a while, probably many months.

                          My plan is to leave the existing quests in game so people can finish them, it is just that the NPC's will no longer give them out. We will just make new quests and have the NPC's only give out the new quests.
                          Ngreth Thergn

                          Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                          Grandmaster Smith 250
                          Master Tailor 200
                          Ogres not dumb - we not lose entire city to froggies

                          Comment


                          • #14
                            Originally posted by Justmenow View Post
                            I hope you don't forget tinkering since that's used also to make DoN armor.
                            There is no additional skillup path for them, But I did not forget them in the making of the actual cultural armor.

                            At this time I did not feel that
                            #1 it is appropriate for tinkering to be making "Armor Templates" (most tinkered armor in the game is attached to a "template" or a sort if you look at it)
                            #2 is in dire need of skillup path adjustment.

                            I am not saying that it could not use skillup path attention, but I do not feel it needs it as badly as tailoring needs it. And Smithing just happened to benefit because it made sense to do the same thing for smithing, especially since we wanted to use the "templates" in the cultural. Tinkering can be used in the final combines for both the armor and the symbols.
                            Ngreth Thergn

                            Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                            Grandmaster Smith 250
                            Master Tailor 200
                            Ogres not dumb - we not lose entire city to froggies

                            Comment


                            • #15
                              1. Does this mean the skill-up bonus associated with these recipes is toast too?

                              2. Is Old World and LOY Cultural toast? I read just DON but had to ask.

                              3. Will DON augs and armor be compatible with the new lines or just among themselves? Ex. Master augs work with Master armor, but will Master augs work with the new armor coming out? Will the new augs work with Master armor?

                              Apologize in advance if this was asked elsewhere.


                              Ozadar of the 71st Corpse
                              Erudite Tradeskiller of Zek
                              Member of 1450 Club

                              Baking - 286
                              Brewing - 292
                              Fletching - 268
                              Jewelry - 287
                              Pottery - 261
                              Smithing - 240
                              Tailoring - 252
                              Research - 202
                              Fishing - 200

                              (+5-8% to all skills) + Salvage 3
                              Last edited by Ozadar; 04-10-2007, 09:51 AM.

                              Comment

                              Working...
                              X