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View Full Version : Where is the carpenter love?


Kirril
03-17-2005, 05:54 PM
<DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=31#M31" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=31#M31</A></DIV> <DIV> </DIV> <DIV>Every crafting skill gets updated but curiously there is no listing for Carpenter skills. /sigh</DIV>

Lallaf
03-17-2005, 06:35 PM
while i dont play on test but on live server...  i aggree with you... seems carpenters are the unwanted children in this game... i for 1 am disappointed

Tradeskill_Addict
03-17-2005, 08:03 PM
<DIV>I hope  carpenters get to make harvesting tools with a bonus some time, there would definitely be a market for it.</DIV> <DIV> </DIV> <DIV>Let there be one set for each tier and carps could actually count on a steady demand.</DIV><p>Message Edited by Tradeskill_Addict on <span class=date_text>03-17-2005</span> <span class=time_text>07:04 AM</span>

Baelzharon
03-17-2005, 08:34 PM
And have them wear with use (charges with effects?) so they have a returning market. This was anyone can harvest, but those who use the special items get better results like more rares or additional attempts added to a node. Perhaps if the Devs wanted to really be inventive, make these tools required to harvest the new items used to make enchantments.

Tradeskill_Addict
03-17-2005, 08:40 PM
<BR> <BLOCKQUOTE> <HR> Baelzharon wrote:<BR>And have them wear with use (charges with effects?) so they have a returning market. This was anyone can harvest, but those who use the special items get better results like more rares or additional attempts added to a node. Perhaps if the Devs wanted to really be inventive, make these tools required to harvest the new items used to make enchantments.<BR> <HR> </BLOCKQUOTE> <DIV>way to much, honestly - give everything a bonus from +2% on tier1 to +15% on tier5 and everyone will still buy.</DIV> <DIV> </DIV> <DIV>makes 25 items every harvesting adventurer would need throughout his career -  which would be a start for carps.</DIV> <DIV> </DIV> <DIV>Another idea - since carps make scones and the like why not let them craft torches and lanterns that give better light or even ADD SOME STATS?</DIV>

z3oslo
03-17-2005, 08:47 PM
<DIV>They should implent some fluff to the player crafted furniture.</DIV> <DIV>Let us sit in player crafted chairs, let us sleep in player crafted beds and so on.</DIV> <DIV> </DIV> <DIV>If i could sleep in a player crafted bed, and not be able to sleep in a store bought bed, i would throw out my old bed in a heartbeart, buying a player made one instead. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>just a thought <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Edit: Also, a showroom would be nice, so we could actually see what the furniture looks like.</DIV> <DIV>We can look at store bought furniture, why shouldnt there ve a showroom where we could see player made furniture as well.</DIV> <DIV> </DIV><p>Message Edited by z3oslo on <span class=date_text>03-17-2005</span> <span class=time_text>07:53 AM</span>

KaraIblis
03-17-2005, 09:11 PM
Ya, utility items are kinda neat, i guess, but really, who plays a carpenter for utility items? what I want, and i read alot of others want, it interaction with furniture, furniture that doesnt 95% look like crap that you can buy cheaper off a vendor, more little fluff items that imersive role players will buy, cups, dishes, table lanterns ect. dont get me wrong, utility items to sell would be nice, But i'd take the other changes any day over them.