View Full Version : 19a tradeskill comments questions.
Wikfizb
01-15-2006, 01:25 AM
<div></div><div> </div><div>I have a lvl 20 sage on test, so I logged in to see what changes were in store for crafting (none documented in patch notes, but there certainyl are some major changes.</div><div> </div><div>Ink is no longer the base component of apprentice and adept abilities.</div><div> - Mage priest and Scout abilitiesnow use a gem type resource as their primary component.</div><div> - Fighter abilities now use a loam of some sorts, but it is NOT the same type of loam one would expect as a side effect</div><div> of reagent making, in fact, I could not find anyway to buy or make the loam needed for fighter abilites at this time.</div><div> </div><div>While I dont mind not having to deal with the tedium of ink making, I do not like the fact that it will require a specific resource type instead of EITHER gem or soft metal to make an ability. Especialy even as it is now, pearl tends to cost about 1.25 to 1.5x more on the broker on a typical day, and to a lesser extent, the same issue of gems costing more then soft metals applies to lower tiers as well and this will only increase the deamand for those specifc raws and drive up prices even more. </div><div> </div><div>Alternative suggestion:</div><div>Keep this general idea, but change the distribution of who uses what to be a 50/50 split (ie. fighter/priest = soft metal, scout/mage = gem or some such variation). It would still be irritating to anyone that has stockpiled rares in anticipation of adept needs and find they can no longer use them, but it would at least improve their odds of being able to trade it for what they do need, and would keep the economy somewhat stabalized in relation to how it is now.</div><div> </div><div>No more sub components such as quills, paper, spikes etc.</div><div>I try to keep 1 to 2 stacks of the subs needed to make adepts so that I can fill orders quickly. These will become useless IF thise changes go live, then I have a lot of wasted resources, but on the other hand, in the longterm I wont need to worry about keeping these stockpiles of sub-components, so the tradeoff of short term loss for longterm inventory gain, is well worth it to me.</div><div> </div><div>I would have MUCH prefered to see the idea of batch refning implimented instead of this dumbing down approach. Even tho some of these changes may be beneficial long term, I do not like them, and feel its just one more step toward ruining the tradeskill system. Making tradekills easier to level irritated me, but making them less complex disturbs me far more. Please reconsider this approach to removing the tedium from tradeskills, and consider going back to the batch refine idea.</div><div> </div><div>Wikfizbik - 20 conj / 20 sage - test</div><div>--</div><div>Wikfizbik - 42 Conj / 60 Jeweler - Grobb</div><div>Fengrom - 60 Sage - Grobb</div><div>Wanvarin - 49 Prov - Grobb</div><div>Lenthaldar - 36 Tailor - Grobb</div><div>Wiktoxbik - 35 Alch - Grobb</div><p>Message Edited by Wikfizbik on <span class="date_text">01-14-2006</span><span class="time_text">01:03 PM</span></p>
Sritt
01-15-2006, 05:11 AM
<div></div>Well you overlooked one benefit of removing the subcombines: it will slow down the tradeskill levelling since you aren't crafting as many simple things and getting experience off of those. Just doing the 'seeking a proffession' line of quests I gained about 3 levels just off the oil, resin, and wash needed for the various items.
Maroger
01-15-2006, 10:51 PM
<div>I like tradeskills the way they are right now and would hate to see them tampered with. I mean they weren't broken so they don't need a fix.</div><div> </div><div>Any fix could be worse than the problem you perceive that you are fixing.</div><div> </div><div>The loams used to come from making a reagent for spell inks.</div>
Leostri
01-16-2006, 01:21 AM
<div></div><p>I found some loams when I was harvesting on my new character from rocks. These are probably what you need, but I can't find out because new characters can't tradeskill.</p>
msheaf
01-16-2006, 02:02 AM
<div>That means no spell making on the island then unless they add loams to the rocks there (haven't found any yet).</div><div> </div><div>I also have an unused and now useless suzari item in my inventory. It either needs to be returned to raw rare form or made usable by the recipies (this is probably true of normal inks also).</div>
Throbus
01-16-2006, 08:01 PM
<div></div>FYI, here is what I saw yesterday with my 16 necro/10 sage on Test. (I checked these recipes at the actual crafting stations.) According to what others said, these changes are just for Tiers 1 & 2.<font><u>Components for Tier 1 APP IV spell (for priest- and mage-types):</u> </font><ul><font></font><li>1 raw malachite (primary component)</li><li>2 raw roots</li><li>2 raw elm</li><li>5 incense (fuel)</li></ul><font><u>Components for Tier 1 APP IV essence (for fighter-types):</u> </font><ul><font></font><li>1 leaded loam (primary component), harvested from ore</li><li>2 raw roots</li><li>1 raw malachite</li><li>1 leaded loam (again?)</li><li>5 candle (fuel)</li></ul><font><u>Components for Tier 1 APP IV rune (for scout-types):</u> </font><ul><font></font><li>1 raw malachite (primary component)</li><li>1 raw roots</li><li>1 raw lead</li><li>1 raw tin</li><li>5 coal (fuel)</li></ul><div></div>
Peloton
01-16-2006, 08:41 PM
<div></div><p>The tradeskill system is not broke. Getting rid of the interim items is a big mistake. It is just silly to go from a severed (fill in wood) straight to a final product, it's like I'm walking in the woods picking up a stick and BAM there is (fill in wood) bowstaff in my hand by just looking at it. Oh I tripped over a piece of rock then I look back and it turned into a long sword. The system works great right now it's very realistic and the current system got some common sense to it.</p><p>SOE don't make this move there is no sense in it at all, rather have people make a batch of interim in one combine. For example I have 10 feyiron clusters, 10 tempers, 10 coals and want to make 10 bars there should be a slide bar that I can change to 10 and then start tradeskilling the end result is ten bars, from this move you will only get XP from doing like only 1 combine, it's up to the people how many they want to make at once, you make more you get less XP, you make less per combine you get more XP.</p>
Calthine
01-16-2006, 09:23 PM
<div></div><blockquote><hr>Throbus wrote:<div></div>FYI, here is what I saw yesterday with my 16 necro/10 sage on Test. (I checked these recipes at the actual crafting stations.) According to what others said, these changes are just for Tiers 1 & 2.<hr></blockquote><p><strike>I'm really looking for a first-person confirmation of this, anyone?</strike></p><p>edit: got my confirmation over on the Tradeskill forums.</p><p>Message Edited by Calthine on <span class="date_text">01-16-2006</span><span class="time_text">10:22 AM</span></p>
I'm not sure if removing interm items is good or bad personal, I do think a better solution would to allow crafting of stacks of items. though this will remove some of the mind numing effect you get from crafting, which is alwasy a plus<div></div>
Meridia
01-18-2006, 10:12 AM
The big question is what will removing the subcombines do to the tradeskill economy? I would imagine the market would become flooded with what used to be 'final' crafted items and the value of these items will begin to bottom out. I'm not sure this is good news for players who earn most of their cash by crafting.<div></div>
Calthine
01-18-2006, 10:17 AM
<blockquote><hr>Meridia wrote:The big question is what will removing the subcombines do to the tradeskill economy? I would imagine the market would become flooded with what used to be 'final' crafted items and the value of these items will begin to bottom out. I'm not sure this is good news for players who earn most of their cash by crafting.<div></div><hr></blockquote>Heh, I chuckle 'cause no one makes any kind of serious money crafting until the higher Tiers <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
snack-machine
01-18-2006, 11:54 AM
<div></div>And game designed mentioned in tradeskill fourm that there would be no more rare poisons or potions....
Calthine
01-18-2006, 12:52 PM
<div></div><p>Yes, and if you follow up on that, he posted the entire new plan for potions and poisons in the Achemist forums.</p><p><a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=80496">http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=80496</a></p>
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