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View Full Version : Hey Devs, Just a reminder in regards to the new crafting changes coming down the pike...


Nuada
01-18-2006, 11:20 PM
Don't forget to update quests like the "Watch your step in the Thundering Steps 3" line where you have to make stuff like tin spikes and tin bars for the quest, there are a good amount of other quests that look for these subcomponents instead of finished products.Just figured i'd mention it so that it was on your radar now instead of later since it would be an easy thing to overlook.<div></div>

Beghn
01-19-2006, 12:32 AM
<div></div><div><font color="#ffff00">Thanks for the reminder I'll see what we can do about doing a pass on these requirements for quests.</font></div>

agress
01-19-2006, 01:27 AM
And dont forget the heritage quests (Stein/Manastone/PGT) that have you use some of these subs as well.agressivUnrest Server<div></div>

Fyzzl
01-19-2006, 01:54 AM
<div>And seeing how  food duration is based upon subcombines You will need to create some other formula/rational for t7+ food duration</div>

valkyrja
01-19-2006, 03:15 AM
i imagine food will work as it currently does.  the more combines you do the more materials you used.  The new system would be the same.<div></div>

Vulking
01-19-2006, 03:21 AM
<div>__________________</div><div>sparql wrote:</div><div> </div><div>i imagine food will work as it currently does.  the more combines you do the more materials you used.  The new system would be the same</div><div>__________________</div><div> </div><div>If implemented for provisioners, how will this work???</div><div> </div><div> </div>

Geothe
01-19-2006, 03:25 AM
<div></div><p>i have a feeling that the longer duration food/drink will just take a whole lot more Raws straightup instead of being subcombines.</p><p>that seems to be the general direction this is change is going.</p>

Vulking
01-19-2006, 03:28 AM
<div></div><div></div><p>How boring!  Why even craft. </p><p>I thought there was a point to crafting besides just getting a final product?  If this is not the case, then why have crafting at all?  Perhaps this is the insight the devs see for crafting.  Too bad.</p><p>Message Edited by Hammarus on <span class="date_text">01-18-2006</span><span class="time_text">04:32 PM</span></p>

jasonqdavis
01-19-2006, 04:05 AM
<div></div><blockquote><hr>Hammarus wrote:<div></div><div></div><p>How boring!  Why even craft. </p><p>I thought there was a point to crafting besides just getting a final product?  If this is not the case, then why have crafting at all?  Perhaps this is the insight the devs see for crafting.  Too bad.</p><p>Message Edited by Hammarus on <span class="date_text">01-18-2006</span><span class="time_text">04:32 PM</span></p><hr></blockquote>I always thought the final product was the point to crafting. 

Rijacki
01-19-2006, 06:57 AM
<span><blockquote><hr>jasonqdavis wrote:<div></div><blockquote><hr>Hammarus wrote:<div></div><div></div><p>How boring!  Why even craft. </p><p>I thought there was a point to crafting besides just getting a final product?  If this is not the case, then why have crafting at all?  Perhaps this is the insight the devs see for crafting.  Too bad.</p><p>Message Edited by Hammarus on <span class="date_text">01-18-2006</span><span class="time_text">04:32 PM</span></p><hr></blockquote>I always thought the final product was the point to crafting. <hr></blockquote>The devs feel the final product is the point which is why they're... umm.. streamlining to the point, the final product.As for food/drink, I'm sure the duration will be based on number of raws and fuels in some elaborate algorithym which will then be debated for the next 6 months <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span><div></div>

Pitt Hammerfi
01-19-2006, 08:22 AM
<div>in my opinion this new streamlined method will be alot easier for the devs to implement new recipies into the game as well</div><div> </div><div>which is a good thing for all of us</div>

Code2501
01-19-2006, 09:50 AM
<div></div>Good point Pitt!! If it means we get more content with less hassle come expansion time then WOOT!!

Ardnahoy
01-19-2006, 11:50 AM
<div></div><p>For artisans, the stuff you make in the first few levels of a new tier have a short duration, but, are often used for making longer lasting food/drinks as you progress in a tier.</p><p>It is not like every other trade where the first  few levels are only used to make wood planks, or iron bars, or whatever, which has no use other than to be components for later recipes. Artisans make usable food from the start.</p><p>For example, a leaf is combined with liquid to make a drink that lasts 50 minutes. Then, later on, you combine this drink with another raw material to make an enhanced drink that lasts longer. Then, later on still, you combine two drinks to make a longer lasting drink. Finally, you combine three drinks to make the highly sought after 5 hour drink.</p><p>With the new system, making stacks of drinks will not be necessary. But, you have to make them anyway to level up. Therefore, as you level up, you are left with tons of low duration junk that is now obsolete. In the old system, you keep that stuff around to make future combines. In the new system, you sell it back to the vendor and end up using tripple the raw materials to get through a tier.</p><p>I just hope that the new system does not substitue the opportunity of moving up in levels using minimal resources at the expense of letting anyone craft a final in one shot.</p>

valkyrja
01-19-2006, 08:25 PM
I agree with the previous message, but I see a benefit to this.  There will be more food and drink availble on the market.  Right now, there isn't much and the stuff that is there is WAY over-priced.  I have a provisioner and I only make food and drink for myself because it is a pain in the [expletive haxx0red by Raijinn] to make food.  With the new method, some of my food will actually end up for sale, to benefit other players.<div></div>

Poetelia
01-19-2006, 08:38 PM
<div></div><div></div><p>Ardnahoy wrote:</p><p><em>With the new system, making stacks of drinks will not be necessary. But, you have to make them anyway to level up. Therefore, as you level up, you are left with tons of low duration junk that is now obsolete. In the old system, you keep that stuff around to make future combines. In the new system, you sell it back to the vendor and end up using tripple the raw materials to get through a tier.</em></p><p> </p><p>With all due respect Ardnahoy, provisioners are the only crafters I know that never ever ever will need to vendor any combine they make :smileyhappy: There is no such a thing as a "low duration junk that is now obsolete". Through my way to 60 there hasnt been any pìece of food, of any tier, duration or finishing quality that I havent sold from my vault in no more than 2-3 days at a price at least double than vendored. Ever.</p><p> </p><p>Poetelia Roseknight</p><p>Paladin of Qeynos (60 armorer/60 provisioner/60 alchemist)</p><p>Message Edited by Poetelia on <span class="date_text">01-19-2006</span><span class="time_text">07:40 AM</span></p>

Anlari
01-19-2006, 08:56 PM
<div></div>I have to say I prefer the streamline approach.  I always crafted in nearly every other MMO, but in EQ2 it was tedious and just a time sink with no fun factor for me what-so-ever.  I would love to see things made at least interesting enough for me that I would want to do it again and not have to invest every minute of my play time to do so.

FLLonewu
01-19-2006, 08:56 PM
<div></div>I'm going to have to disagree with the point of being more food and drink available at more 'reasonable' prices.  If you complain about the high prices of finished food and drink, just take a look at the raw prices to make these items...on my server pears are selling for 2-2.5 gp each and cloves for about 2 gp each...to make The Overlord (a 5 hr t6 drink at prisitne quality, and i never make the other 5 hr drink as it takes 2 pears and 1 clove) requires 1 clove and 1 pear, so thats 4.5 gp in raws alone plus the 5 step combine for fuels, so you're looking at 5 gp in raws/fuel alone.  If your counter argument is going to be harvest these items yourself, the price still needs to be the same to compensate for your harvesting time and the money you could have made selling the raws instead of using them.  If the system changes as has been conjuectured here, for the same duration drink you will need more of these raws and fuels, just driving up the prices raws and final.

Poetelia
01-19-2006, 09:06 PM
<div>FLLonewulf wrote:</div><div> </div><div><em>I'm going to have to disagree with the point of being more food and drink available at more 'reasonable' prices.  If you complain about the high prices of finished food and drink, just take a look at the raw prices to make these items...on my server pears are selling for 2-2.5 gp each and cloves for about 2 gp each...to make The Overlord (a 5 hr t6 drink at prisitne quality, and i never make the other 5 hr drink as it takes 2 pears and 1 clove) requires 1 clove and 1 pear, so thats 4.5 gp in raws alone plus the 5 step combine for fuels, so you're looking at 5 gp in raws/fuel alone.  If your counter argument is going to be harvest these items yourself, the price still needs to be the same to compensate for your harvesting time and the money you could have made selling the raws instead of using them.  If the system changes as has been conjuectured here, for the same duration drink you will need more of these raws and fuels, just driving up the prices raws and final</em>.</div><div> </div><div> </div><div>I absolutely agree. Either that or, as I do even now, people wont craft food except for own usage and when needed, because it wont be worth the pain.</div><div> </div><div>Poetelia Roseknight</div><div>Paladin of Qeynos</div>

Wossname
01-19-2006, 09:33 PM
<div><span><blockquote><hr>sparql wrote:I agree with the previous message, but I see a benefit to this.  There will be more food and drink availble on the market.  Right now, there isn't much and the stuff that is there is WAY over-priced.  I have a provisioner and I only make food and drink for myself because it is a pain in the [expletive haxx0red by Raijinn] to make food.  With the new method, some of my food will actually end up for sale, to benefit other players.<div></div><hr></blockquote>Food/drink raws are wildly over-priced already. The adventurers sell at extortionate rates and the provisioners have to add fuel and time costs on top to make a profit. In the existing system, one raw material can be used in several combines thus gaining the crafter multiple shots of xp for the outlay. If this method of making high combine count food/drink is removed then there is an even greater demand for raw materials than there is now. Forcing us to effectively waste scarce raw material levelling will make it only practical to craft if you have a large capital pool to begin with.I think there is a fundamental problem with food/drink raw materials, their relative uses and scarcity. In tier 4, raw honey, wild apples and rolled oats are the basic components of 5 hour drinks. These are the scarcest harvests and go for ridiculous prices. Items like cashews, cucumbers and meat are dirt cheap and common as muck because they're only useful to provisioners as discovery xp and a small minority who want HP-regen.If the new provisioner set up follows the new regime for other crafters then the current problems get magnified and the situation gets worse. Drink will be for the rich elite who can afford the prices.The logical counter to this is to change recipes to give more than one product from a given raw material. Perhaps each combine could produce 4 items of the final product? Maybe even more. This will cause more food and drink to reach the market because more is made of the scarce resources. Prices drop when the product is a commodity. This still doesn't really address the original scarcity of the raw material which is the root cause, and still leaves levelling a provisioner as an expensive task in raw material.Figures from last night, not including broker markup:Raw honey (T4) - 35s lowestWild apple (T4) - 40s lowestFeyiron cluster (T4) - 1s with a few selling for copperThe ore nodes produce feyiron every time so the market is flooded with it. The garden nodes produce a wide variety of raw materials, of which only about half is remotely desirable, so the useful stuff is scarce and expensive. Provisioners get a break on fuel costs but get badly hammered on raw materials.</span></div>

Vulking
01-20-2006, 01:30 AM
<div></div><p>All you for these changes never made anything by hand did you?  You bought your last shirt from Walmart or Target or where ever.</p><p>How sad that the culture today will never know the satisfaction of actually making something versus getting it out of a vending machine.</p><p>Guess Im just getting too old.....:smileysad:</p>

Bellina
01-20-2006, 02:26 AM
Welcome to Evercraft!<span> :smileymad:</span><div></div>

Anlari
01-20-2006, 08:33 AM
<div></div><blockquote><hr>Hammarus wrote:<div></div><p>All you for these changes never made anything by hand did you?  You bought your last shirt from Walmart or Target or where ever.</p><p>How sad that the culture today will never know the satisfaction of actually making something versus getting it out of a vending machine.</p><p>Guess Im just getting too old.....:smileysad:</p><hr></blockquote>I made things all the time, I was a carpenter in real life for years, however, I don't play a game to have another job.

Bor
01-20-2006, 12:22 PM
I'm a crafter and I have a great idea.I don't like how long it takes to do quests so why can't we have it so I talk to the NPC once to get the quest and then talk to him again in 5 minutes to get my reward. It removes the tedium of actually doing something and I get my goal (quest reward) much quicker.<div></div>

TaleraRis
01-20-2006, 12:29 PM
I can't say that tradeskilling didn't get tedious with all the steps you had to take at times for a single finished product, but there are better ways to streamline it than this. We're losing out on valuable experience that we could have gotten crafting those subcombines and we're using more raws, which either turns the tedium to being out harvesting all the time to get these raws or farming to be able to afford the exorbitant prices charged for some useful items. I'm a prov on one char and some of our items are especially bad.So we have to grind much more to get through our level and we have to spend more time in some form getting the means to get our materials to grind all this time. How is this reducing tedium again?I saw a good suggestion. Just eliminate some of the in between items. As the example I saw went, rather than making lumber, then planed lumber, then the dowel, just let us make the dowel right from the raws. Or even let us make lumber and be able to make what we need from just lumber, no need to plane it. It takes me forever between my crafters to get things I need to make bags for my guildmates, because of all the steps required in each piece, or boxes which I have to basically craft pieces days before I actually want to craft the items. Eliminate some of the tedium there. Don't just rearrange where the tedium resides.<div></div>

HaCkHaCkER
01-20-2006, 01:20 PM
<div>i dont get what the big deal is, </div><div> </div><div>everyone needs raws to be able to craft.  those raws are achieved 1 of 3 ways, you harvest them your self which means you need to adventure a bit, you buy them from a source which means you need money so you have to adventure or sell at high prices, and 3 you can trade for them which means you ask for 10 stacks or roots and you offer to make the guy 3 stacks of worts or somthing.</div><div> </div><div>i have only bought raws on the market when im in a pinch, other than that i go out and harvest for them on my own.  so im a mid lvl 42 conj and a mid lvl 28 sage.  this allows me to harvest my own raws which lets me sell for less and make more money from selling high volume low price instead of low volume at a higher price.</div><div> </div><div>so harvest your self.</div><div> </div><div> </div><div>PS:  about the pears and such being hard to come by, how about instead of relying on a few others to gather the many that you need. you go out and harvest them your self.  this will accomplish two things. </div><div>first cheaper end products because you wont be paying for the raws</div><div>second you will have my supplies on hand, and it will force more nodes to pop which in turn will yeild more pears</div><div> </div><div>get over it</div>

Calthine
01-20-2006, 01:24 PM
<div></div><blockquote><hr>HaCkHaCkER wrote:<div> </div><div>PS:  about the pears and such being hard to come by, how about instead of relying on a few others to gather the many that you need. you go out and harvest them your self.  this will accomplish two things. <hr></div></blockquote>Just FYI, Pears are hard to come by harvesting too.  Shrubs have so many possible harvests that even with an equal chance of any item it takes forever to get a reasonable amount of Pears.

Sritt
01-20-2006, 07:39 PM
<div></div><p>The biggest problem I've seen for provisioners is that most who harvest don't touch the bushes and fungi nodes unless they're trying to get them out of the way. THey don't produce any rares needed for crafting armor, spells, or weapons so most don't bother with them. The majority of harvesters who aren't harvesting for themselves are going after rares for adventuring equipment. I've almost never bought food from a broker, I just settle with what the vendors have. I think many adventurers are the same way, food/drink is an afterthought and not something we focus on. You see more immediate benefits out of an imbued rare material piece of armor or weapon than you do out of a stack of drink or food. While the recipes may show a higher use of some raws those raws are going to be mostly the common roots used in washes, oils, and other subcombines that if you get a pristine result in you get four of. Most others you will use the same number of raws as before, just all at once instead of across multiple recipes to get to the same end result.</p><p>I think overall the changes are good but I think they could have left in some of the main components to make most finished items a two step proccess. AN example is the malachite ring for the crafting quest line. Rather than just go from raws and fuel to the finished ring have it still require you to first use some fuel and raws to make a faceted malachite gem, then use that gem, some raws and fuel to make the final ring. I've stated before I think crafting is tedious as it stands now but I find most of the tedium in the various subcomponents you have to make that have no effect on the quality of the final item. Also any main subcomponent for a final item should itself come from raws/fuels (the faceted malachite gem is an example, rather than refining the malachite then making it faceted). This leaves in some complexity and allows for a smaller chance of a final at pristine but removes the majority of the real tedium. I just spam the chemistry reactions to make the oils and only pay attention when working on the recipes that will have a direct impact on the quality of the final product.</p>

TaleraRis
01-20-2006, 08:28 PM
<div>They may not eat the food or drink the drink , but they sure are harvesting those bushes. Since I hit Tier 4 and harvest in those zones, it has become an extremely hard time for me to find bushes. Go step into EL for instance on Najena. Wood everywhere, stones, falling over fungi, the waters brim with fish, traps galore, and no bushes. It's easy to say "Go harvest your own" and as I'm not made of money, I do harvest my own. For me as a provisioner, this wasn't a problem in Tiers 2 and 3 as bushes were plentiful. Now in Tier 4 because they can put a single honey up for 30 to 50s, the bushes are gone. Plus there are never pages and pages of things being sold like other tiers. The items we need the most, for provisioners at least, are the hardest to come by.</div><div> </div><div> </div>

Anlari
01-21-2006, 02:27 AM
<div></div><blockquote><hr>Borte wrote:I'm a crafter and I have a great idea.I don't like how long it takes to do quests so why can't we have it so I talk to the NPC once to get the quest and then talk to him again in 5 minutes to get my reward. It removes the tedium of actually doing something and I get my goal (quest reward) much quicker.<div></div><hr></blockquote>Because questing and combat is a core mechanic of the genere of game whereas crafting is essentialy an add-on that adds flavor, but isn't the primary reason the majority of people play.  Perhaps the sim line of games would be more to your liking.

Cynto
01-21-2006, 03:14 AM
<div></div><blockquote><hr>Anlarius wrote:<div></div><blockquote><hr>Borte wrote:I'm a crafter and I have a great idea.I don't like how long it takes to do quests so why can't we have it so I talk to the NPC once to get the quest and then talk to him again in 5 minutes to get my reward. It removes the tedium of actually doing something and I get my goal (quest reward) much quicker.<div></div><hr></blockquote><font color="#ff0000">Because questing and combat is a core mechanic of the genere of game whereas crafting is essentialy an add-on that adds flavor, but isn't the primary reason the majority of people play.</font>  Perhaps the sim line of games would be more to your liking.<hr></blockquote><p>Actually Anlarius, there is a little known fact about EQ2 that so many seem to have forgotten today, or never knew in the first place. That fact is that in the origional format of EQ2, players could be either an adventurer or a crafter, not both. You ever notice that first quest chain in the city that you did as a noob? The one where you have to speak to the banker? Well during that quest he asks you if you are an artisan or an adventurer, why is that there I wonder? Oh yeah, its because if you answered that question one way or the other back in beta it made you either a crafter or an adventurer. You couldn't be both at the same time on the same charachter. That was changed before the game went live however. Also, I know several people who enjoy the crafting, not the adventuring in EQ2. They only level up their adventure class so that they are able to harvest for themselves for their crafting instead of paying for the harvests on broker. I have also seen at least 2 different guilds on my server that had names like "Craftsman of Norrath". Gee, I wonder what most of those people did when they logged in? I have also witnessed several people that were level 14 adventurers and in EL harvesting before they removed the zone in flag on that zone. Now back in the day you either had to do the access quest (needed to be at least lvl 25 to have a chance of finishing it) or you had to be a lvl 32 adventurer or a 32 craftsman to get in without the quest. Seems to me that crafting was still considered just as viable a class choice as adventurer was to me.</p><p>Now, mind you most people had to level up their adventurer to be profitable or to at least defray the cost of crafting as it is really hard to be a crafter only and never leave the crafting room since so many people try to turn a profit or price gouge with harvest prices on broker. That however does not make crafting "an add-on that adds flavor" only. Many people like to log in and do just that.</p><p>To say that questing and combat is a core mechanic of the game and that crafting is just an add-on is foolish. Seems to me that most people are wearing rare armor and using Adept III spells for the most part. I mean, forgive me if i'm wrong, but that seems pretty "core" to me, especially now with the way spells and even armor quality affects just how well  you fight mobs.</p><p>Borte's comment, while angry, is perfectly valid. You like to adventure and hate crafting in its current state obviously from an earlier post. But how would you feel if they did indeed say "Whelp, we feel that questing is just too hard, so now instead of having to kill 10 mobs per quest, we've cut it down to 3, and they all drop the item you need every single time! Oh, and while we're at it, we're going to make it so that 5 minute fights with named mobs isn't required anymore, you just hit attack and the game figures out just how much mana and hp you should end up with to kill the mob and we do it in 10 seconds. This is because we feel that there should be more people adventuring and killing named mobs since they aren't being fully utilized." That is essentially what they are telling those crafters like myself, who didn't have much problem with the way it worked and put in the effort to learn and grind through it all. Now that we've worked our tails off to be able to make the high end stuff we're getting a pat on the back and a kick in the [expletive haxx0red by Raijinn] on the way out the door because we actually put in effort that most people weren't willing to. If the crafting system the way it was was too boring or tedious in your opinion then obviously its not for you, just like if you like nuking mobs playing a Guardian probably isn't your cup of tea. I did not much like the number of sub combines i had to do for crafting, but I did them because I wanted to be an Armorer and nothing was going to stop me from getting there.</p><p>Now I am by no means saying that the system didn't need fixing, but it sure as heck didn't need the "Well this square peg dosn't really fit in the circle slot all that well, so lets get a really big mallet and hit it as hard as we can to force it through" treatment it seems to have gotten. They just needed to sand the corners down a bit so that it fit properly. If they had just put in batch crafting and a few other changes and maybe cut down on the number of subs a tad it would have been perfect. But SoE is known for the overreaction fixes that they have used once again to totally destory a mostly perfect system.</p><p>What it comes down to is, where is the challenge left for those people that LIKED crafting to adventuring? Where is the risk vs reward? Press a button and out comes the object you wanted with no effort! YAY! Again, I say, how would you like it if suddenly all mobs were killable in 10 seconds and they just auto reduced your mana/hp pools to reflect what would have happened if you had ACTUALLY fought the mob? You probably wouldn't like it too much would you?</p>

Anlari
01-21-2006, 07:46 AM
<div></div>I remember that format and actualy liked it.  If it had stayed a main mechanic of the game, then by all means, make it as challenging and time consuming and tedious as adventuring.

damahra
01-21-2006, 09:54 AM
<div></div>I still think they should "finish" fixing the existing provisioner recipes that are still WAY wrong for T6 before even thinking of bringing another tier to the table, all I see happening is a dominoe effect  of the previous  recipes being  still  off,  and making the new one  off as well.  WOO HOO  here  we go for round 2 of months  of  broken  recipes, foods  that  don't match up to what they are supposed to be, ie: str, sta,  agi  etc.   not to mention raw prices,  raws  available etc  etc.  The whole T6 debacle has just about made me put down my prov  except to make food and drink for myself and friends/guildies, and even then it's few and far between that I even log on to my crafter at all.

Cynto
01-21-2006, 11:05 AM
<div></div><blockquote><hr>Anlarius wrote:<div></div>I remember that format and actualy liked it.  If it had stayed a main mechanic of the game, then by all means, make it as challenging and time consuming and tedious as adventuring.<hr></blockquote><p>Heh, if only that could happen. SoE seems hell bent on making everything as easy and accessable to everyone at any given time as humanly possible. I'm just waiting for them to just scrap the whole "class" system in crafting and let everyone become a grand master in every tradeskill like in EQ1. That way everyone can just make everything and never have to speak with or deal with anyone else. :p I mean, jeez, why should I actually have to interact with someone that likes crafting? They're just all out to price gouge me anyway, [expletive haxx0red by Raijinn] greedy crafters and their wicked ways! I should just be able to click on a crafting device once and have it spit out the best piece of armor I can equip at that time.</p><p>Sorry, I'm just a tad bitter. And no, its not because i'm going to lose any "market" that people seem to think all crafters have. I'm just [Removed for Content] that I put so much effort into something and now that everyone else is too busy or dosn't want to "waste" the time doing it my time spent is going to get flushed down the toilet. I never turned a profit really with Armoring, made way more money doing instances and Grifter quests than I ever have crafting. But so be it. I guess i've got to put up with it reguardless, so might as well try it, but I plan on ending up only crafting for myself and guildies for cost at this point. There is no "fun" involved in it any more. (not that i'm sadistic, I hated making millions of sub combines too, but the achievement is gone now.) It's like getting all the way to Darathar, and right after having finally preparing yourself enough and leveling all the way to 50 (or 60 as it is now) have it get changed so that all I have to do is go in and turn on auto attack in have him die within 30 seconds. Its just not fun if there isn't any progression or challenge (tedium i've heard many call it, but to each their own).</p><p>Oh well, such is life. Either I'll love it or hate it. I unfortunately get the sinking suspicion that it will be the latter of the two. /sigh</p>

bluelake
01-28-2006, 10:55 AM
(before anyone attacks the fact that this is my 3rd post ever, I've been playing for over a year and have 2 level 60 crafters and a 52 zerker and 35 necro).Personally, I just don't get what problem they are solving with these changes. Just roll back the change in LUx (x = some small number I can't remember right now) where they stopped letting you buy refined items from the tradeskill merchants, if they want more finished items on the market. There has been this wierd history of making crafting easier, then harder, then easier, maybe they had it right to start with.Personally, I wouldn't mind it if they got rid of one level of subcombines, but all of them just seems odd. I just throw all my raw materials in a blender and out comes a finished product.I woodwork for pleasure in rl, yea, it takes time, no I don't make any money at it. I make stuff for family and friends since I like doing that. If it was trivial, it wouldn't be worth doing.<div></div>

BoriKitty
02-01-2006, 08:56 PM
<div></div><blockquote><hr>bluelake wrote:I just throw all my raw materials in a blender and out comes a finished product.<hr></blockquote><p>LOL sounds like crafting in FFXI :smileyvery-happy:</p><p>I know I sound like a broken record but until I can craft these changes in the Ironforge Exchange (in North Qeynos where I live) the new changes mean nothing to me.. since I still have to haul butt to Starcrest just to make them...</p><p>IF the subcombined items are going to be available to buy from the merchant where we buy fuels then I dont' care how they do it.. just do it in all the crafting instances.. not just one.. Us provisioners would like to craft in the area where we live.. not haul butt 2 zones away if we run out of one stupid Yeast..</p>