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View Full Version : Regarding the Zero Interim Component Crafting


stormcod
01-24-2006, 04:05 AM
<div>Part of what intrigued me about this game when I started was the depth. Now with subclass removal from adventuring and the elimination of sub-component crafting I'm concerned that a large portion of what made me choose this game over WoW is soon to depart. And, since WoW was designed to concentrate on PvP I'm wondering if maybe I chose poorly.</div><div> </div><div>I quit EQ2 a month before CoV came out and it only took me a month to level out a Stalker. At the end I felt like I'd wasted the $65 (game $50 + $15 month subscription) so I came back to EQ2.</div><div> </div><div>I see concern from many of the posters on the forums but I don't see any posts from the devs on this...Do they not read these? Did I just try the most shamefully lame attempt at reverse psychology? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>I like crafting more than adventuring and I don't feel it is at all tedious. Why change it for the people who don't want to put in the time to do it? Instead, why not cater this portion of the game to those who enjoy it?</div><div> </div><div>Quaalude</div><div>wood elf</div><div>33 assassin</div><div>41 alchemist</div>

Sritt
01-24-2006, 04:42 AM
<div></div><blockquote><hr>stormcoder wrote:<div>Part of what intrigued me about this game when I started was the depth. Now with subclass removal from adventuring and the elimination of sub-component crafting I'm concerned that a large portion of what made me choose this game over WoW is soon to depart. And, since WoW was designed to concentrate on PvP I'm wondering if maybe I chose poorly.</div><div> </div><div>I quit EQ2 a month before CoV came out and it only took me a month to level out a Stalker. At the end I felt like I'd wasted the $65 (game $50 + $15 month subscription) so I came back to EQ2.</div><div> </div><div>I see concern from many of the posters on the forums but I don't see any posts from the devs on this...Do they not read these? Did I just try the most shamefully lame attempt at reverse psychology? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>I like crafting more than adventuring and I don't feel it is at all tedious. Why change it for the people who don't want to put in the time to do it? Instead, why not cater this portion of the game to those who enjoy it?</div><div> </div><div>Quaalude</div><div>wood elf</div><div>33 assassin</div><div>41 alchemist</div><hr></blockquote><p>Because the majority of the playerbase don't enjoy it? Right now crafting appeals to a small majority and its not usually the subcomines that they enjoy, but that the subcombines discourage otehrs from crafting and leaving them with a stranglehold on crafted good prices (yet they complain about raw harvest costs, well adventurers have to get funds for buying the crafted gear somehow, its a nice cylce effect that in the real world is called economics and inflation). These changes are bieng made to encourage more people to craft and flesh out the economy more. On many servers there's a severe lack of anything crafted available below t5 or t6, and most crafted stuff in those tears comes from a small handful of people. T1-T3 crafting is especially barren due to the time it takes to make a final compared to that items useful lifespan (about the same time). Also with only a few doing spell crafting even finding a T1 adept3 for under 10gold is a lucky find. What level 1-10 advenurer who isn't an alt of an end-gamer is going to have the money, or desire to pay 10gold for a spell they'll likely replace in a day or two.</p><p>I personally think maybe they went a bit overboard with removing all subcombines but I don't think they ruined th system. They didn't take out skills or reactions so its not like WoW where you get the raws and set quantity and click and you always get what you want with no chance of failure (and no quality levels of crafted good either). THe one thing WoW did have was having some basic combines that went into other recipes to make finals, and how I feel it should be here. Want to make jewelry then first make a gem (from raw, not refine then facet) and maybe a setting too (again from raw instead of sheet then setting/band), then from there make the final ring. For spells maybe make inks from raws or maybe the quill (but might as well stick with ink since that's the current main component) then make the spell. It removes the most tedious aspects (worts and the combines that have no effect on teh final product), makes it a less flowcharty method of creation to find out what raws you actually need, but still leaves some realism, complexity, and increased chances of not getting a pristine.</p>

Belash
01-24-2006, 05:04 AM
<div></div><p>I find tradeskilling extremely tedious.  The worst part for me is having to spend hours making green or grey items just to make the final combine that gives me something that is finally usable.  I have tried to get into crafting, but my tradeskillers all stalled in their early 30s.  My wife won't even go into a tradeskill instance except to see the broker or get a wholesaler task.  I understand that some people like sitting around doing the endless combines, but it is not for me.  I welcome the change.</p><p>I will go one step further.  I don't like being tied to a profession.  I wish that if you wanted to spend the time to level up your armoring and your provisioning and artificing, etc, you could do that.  The whole idea of professions stem from a failed idea to have an alternative to an adventurer class.  I wish SOE would just let that idea go and let us develop our crafting as we see fit.  I know people have alternates that have different crafting professions, but why?  Why can my illusionist not both cook and sew?  Where is the advantage?  I am not asking for him to wear plate and cast heals.</p>

retro_guy
01-24-2006, 06:03 AM
<span><blockquote><hr>stormcoder wrote:<div>Part of what intrigued me about this game when I started was the depth. Now with subclass removal from adventuring and the elimination of sub-component crafting I'm concerned that a large portion of what made me choose this game over WoW is soon to depart. And, since WoW was designed to concentrate on PvP I'm wondering if maybe I chose poorly.</div><div> </div><div>I quit EQ2 a month before CoV came out and it only took me a month to level out a Stalker. At the end I felt like I'd wasted the $65 (game $50 + $15 month subscription) so I came back to EQ2.</div><div> </div><div>I see concern from many of the posters on the forums but I don't see any posts from the devs on this...Do they not read these? Did I just try the most shamefully lame attempt at reverse psychology? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>I like crafting more than adventuring and I don't feel it is at all tedious. Why change it for the people who don't want to put in the time to do it? Instead, why not cater this portion of the game to those who enjoy it?</div><div> </div><div>Quaalude</div><div>wood elf</div><div>33 assassin</div><div>41 alchemist</div><hr></blockquote>I agree with you but also can see the point of view of those that don't like having to spend 90% of the crafting session making subs just to make a few items.It also makes it less likely that people will craft lower tiers for you, as having subs on hand for more than your current tier is a pain.I've metioned this in other threads, but here's another idea with a new twist.How about making all the subs available on the merchant (except washes, oils, resins and tempers) and then the crafter just has to create the primary component (and buy or make a few washes, resins, oils or tempers), grab some fuel and do a final combine.For those who like to make subs, have workshop tasks available (separate to workshop writs) which pay out for making the subs, and keep some realism, so that the city always has enough subs so sell to crafters.</span><div></div>

Calthine
01-24-2006, 06:17 AM
<div></div><blockquote><hr>retro_guy wrote:<span>How about making all the subs available on the merchant (except washes, oils, resins and tempers) and then the crafter just has to create the primary component (and buy or make a few washes, resins, oils or tempers), grab some fuel and do a final combine.</span><div></div><hr></blockquote>It's been tried; it was part of the Socitety Levels system that was in place at launch.

retro_guy
01-24-2006, 06:44 AM
<span><blockquote><hr>Calthine wrote:<div></div><blockquote><hr>retro_guy wrote:<span>How about making all the subs available on the merchant (except washes, oils, resins and tempers) and then the crafter just has to create the primary component (and buy or make a few washes, resins, oils or tempers), grab some fuel and do a final combine.</span><div></div><hr></blockquote>It's been tried; it was part of the Socitety Levels system that was in place at launch.<hr></blockquote>Yes, I was here at launch and, you're correct that SOME subs were available on the tradeskill vendor, but not all, and they had to be unlocked as your tradeskill society levelled. Some are still available e.g. those for food.</span><div></div>