View Full Version : Does it have to be ore for loam?
Atrix Wolfe
01-23-2006, 01:00 PM
<div>Ore is already the harest rare to find (with the exception of T6 pelts but that was fixed). Adding yet another rare to this table doesn't seem like the best idea. Why not add it to fungus or shrubs which have no defualt rare, only the imbueing items (glimmering, lambent and the like).</div><div> </div><div>Why overload one node when there are a couple others that are underused. </div><div> </div><div>Also, why are you changing it so that only gems are primaries for spells and not gems or precious metals. I haven't seen anyone mention this yet. And while people are complaining, incorrectly, that you'll have to spend more time harvesting. In this case it's true for scholars. Half the componets you gather from stones won't work so twice as much gathering to make the same amount of spells depending on your luck. </div>
Vindicare
01-23-2006, 01:46 PM
I think loam is common, not rare. Might be wrong though.<div></div>
retro_guy
01-23-2006, 01:56 PM
<div><span><blockquote><hr>Atrix Wolfe wrote:<div>Ore is already the harest rare to find (with the exception of T6 pelts but that was fixed). Adding yet another rare to this table doesn't seem like the best idea. Why not add it to fungus or shrubs which have no defualt rare, only the imbueing items (glimmering, lambent and the like).</div><div> </div><div>Why overload one node when there are a couple others that are underused. </div><div> </div><div>Also, why are you changing it so that only gems are primaries for spells and not gems or precious metals. I haven't seen anyone mention this yet. And while people are complaining, incorrectly, that you'll have to spend more time harvesting. In this case it's true for scholars. Half the componets you gather from stones won't work so twice as much gathering to make the same amount of spells depending on your luck. </div><hr></blockquote>I mentioned this in the tradeskill forums too, and I agree, but I would make it just the fungi (as the shrubs are already useful to harvest for provisoners), but the fungi has very little use at all.I have been told that there will be a rare and a common loam, which would make sense, but time will tell how this will got when live.</span></div>
Sritt
01-23-2006, 02:40 PM
<div></div><blockquote><hr>Vindicare wrote:I think loam is common, not rare. Might be wrong though.<div></div><hr></blockquote><p>There is a rare and a common loam. Common loams are for app fighter spells, the rare loam is for the Adept3 fighter spells. I believe the common loam is also going to be a raw in the new potions and poisions and that they won't have rare versions anymore, but I'm not totally certain on this.</p><p>As for the change of using either/or for spells I believe the reasoning gave was by having it use both it was hurting jewelers capabilities to make jewelry since the prices were jacked up because everyone uses the commons/rares for spells. Personally I think they should add a rare to the fungi and maybe make spells use fungi commons/rares and have the gem/soft metal commons/rares be for jewelers.</p>
Calthine
01-23-2006, 02:54 PM
<div></div><blockquote><hr>Sritthh wrote:<div></div><p>There is a rare and a common loam. Common loams are for app fighter spells, the rare loam is for the Adept3 fighter spells. I believe the common loam is also going to be a raw in the new potions and poisions and that they won't have rare versions anymore, but I'm not totally certain on this.</p><p></p><hr></blockquote>A side-product of all spells will be 'Magic Dust', to be used in Poisons and Potions instead of the old glass. And, please check the Alchemist forums, Beghn reversed on eliminating Rare Poisons and Potions (but they'll get a revamp like the rest of 'em).
AratornCalahn
01-23-2006, 02:57 PM
hummm wait a sec... if there is no more alchy use for fungi... and theres no loams on them....what use WILL fungi have? (maybe I missed something <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />)<div></div>
Sritt
01-23-2006, 03:03 PM
<div></div><blockquote><hr>Calthine wrote:<div></div><blockquote><hr>Sritthh wrote:<div></div><p>There is a rare and a common loam. Common loams are for app fighter spells, the rare loam is for the Adept3 fighter spells. I believe the common loam is also going to be a raw in the new potions and poisions and that they won't have rare versions anymore, but I'm not totally certain on this.</p><p></p><hr></blockquote>A side-product of all spells will be 'Magic Dust', to be used in Poisons and Potions instead of the old glass. And, please check the Alchemist forums, Beghn reversed on eliminating Rare Poisons and Potions (but they'll get a revamp like the rest of 'em).<hr></blockquote><p>Ahh okay, that works for me. I use your posts here about the changes to keep up to date on them since until the changes go live I'm not likely to do much crafting (I despise the chemisty table due to WORTs heh). Glad they're keeping the rares in for potions/poisons and that the spells will now have a side-effect to replace the glass.</p><p>As for fungi, if it doesn't have use for alchies anymore, though I've not heard it won't have use (though most non-alchies seem to think they have no use heh) maybe fungi nodes will get half the provisioner raws to make them a bit more common (5-9 raws from one node makes it hard to get what you need).</p>
Atrix Wolfe
01-23-2006, 05:59 PM
<div></div><div>Yet spells on test are not also creating 'magic dust' and the alchemist recipes all require leaded loam mined from ore, 2x per essense (skill). The recipes don't seem to be working correctly. You get something like components are invalid halting combine when you try. </div><div> </div><div>The more I play with it, the more I like the idea, but not the suggested changes they've made. </div><div> </div><div>I'd just drop it down to harvests + fuel > 1 combine for ink, 1 for quills, 1 for paper. Like worts currently you could make up to 4 with pristine or 1 pristine at the 'crude' level for all these 'evil' subs. And then your spells. If subcombines worked like that you save everyone time and frustration and shift the focus to making finished products. I see no need to completely revamp the system and create an all new overly complicated system that creates more problems and ambiguities than fixes. </div><div> </div><div>Why even bother with fooling around with what you need to put into stuff or what makes what. (Okay for reagents solidified loam you could definitely stand to simplify that) at least 5 times a day I see someone asking how to make loam in the trade channel. But generally the current system works. It just needs to work faster for the majority of players. And I only assume 'majority of players' because SoE's making a change I can only guess to make crafting more appealing to the majority. </div><p>Message Edited by Atrix Wolfe on <span class="date_text">01-23-2006</span><span class="time_text">08:20 AM</span></p>
Sritt
01-23-2006, 06:01 PM
<div></div><blockquote><hr>Atrix Wolfe wrote:<div>Yet spells on test are not also creating 'magic dust' and the alchemist recipes all require leaded loam mined from ore, 2x per essense (skill). </div><hr></blockquote>Chances are the changes to have the magic dust hasn't hit the test server yet. ANd I hope they fix the loam issue as it requires two stacks of loam to be able to make the item. The first is an implementation change that hasn't hit yet, the second is a bug that needs to be fixed.
retro_guy
01-23-2006, 11:49 PM
<div><span><blockquote><hr>Atrix Wolfe wrote:<div></div><div>Yet spells on test are not also creating 'magic dust' and the alchemist recipes all require leaded loam mined from ore, 2x per essense (skill). The recipes don't seem to be working correctly. You get something like components are invalid halting combine when you try. </div><div> </div><div>The more I play with it, the more I like the idea, but not the suggested changes they've made. </div><div> </div><div>I'd just drop it down to harvests + fuel > 1 combine for ink, 1 for quills, 1 for paper. Like worts currently you could make up to 4 with pristine or 1 pristine at the 'crude' level for all these 'evil' subs. And then your spells. If subcombines worked like that you save everyone time and frustration and shift the focus to making finished products. I see no need to completely revamp the system and create an all new overly complicated system that creates more problems and ambiguities than fixes. </div><div> </div><div>Why even bother with fooling around with what you need to put into stuff or what makes what. (Okay for reagents solidified loam you could definitely stand to simplify that) at least 5 times a day I see someone asking how to make loam in the trade channel. But generally the current system works. It just needs to work faster for the majority of players. And I only assume 'majority of players' because SoE's making a change I can only guess to make crafting more appealing to the majority. </div><p>Message Edited by Atrix Wolfe on <span class="date_text">01-23-2006</span><span class="time_text">08:20 AM</span></p><hr></blockquote>I also hope that they find a better word than "loam" for the harvested rare as "Loam" currently is a byproduct of a refine, so is very confusing."Magic dust" is cheesy, but atleast is not going to be confused with current subs.</span></div>
Calthine
01-24-2006, 12:37 AM
<div></div><blockquote><hr>retro_guy wrote:<div><span>I also hope that they find a better word than "loam" for the harvested rare as "Loam" currently is a byproduct of a refine, so is very confusing."Magic dust" is cheesy, but atleast is not going to be confused with current subs.</span></div><hr></blockquote>Since the old loams are going away, will it really matter?
retro_guy
01-24-2006, 07:12 AM
<span><blockquote><hr>Calthine wrote:<div></div><blockquote><hr>retro_guy wrote:<div><span>I also hope that they find a better word than "loam" for the harvested rare as "Loam" currently is a byproduct of a refine, so is very confusing."Magic dust" is cheesy, but atleast is not going to be confused with current subs.</span></div><hr></blockquote>Since the old loams are going away, will it really matter?<hr></blockquote>Actually it won't matter all that much as each tier will have a different name anyway so there will be 14 to begin with, I'm guessing sparkling loam, glimering loam, for the common harvests and something like hardened sparkling loam and hardened glimering loam for the rare harvests.</span><div></div>
Sritt
01-24-2006, 07:18 AM
<div></div><p>actually t1 common is leaded loam (not sure what the rare is).</p><p>I don't have recipes for adept 3's or t2 fighter spells so don't have the names for them. I think I saw a quote of a dev saying one was 'spongy loam' and 'solidified loam'.</p>
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