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View Full Version : Summary of Newbie Artisan crafting issues with Test Update 24c


Llwellyn
05-21-2006, 10:56 PM
<DIV>I've spent quite a bit of time exploring crafting on Queen's Colony on Test.  I found out some things that are definitely bugs, and some things that may or may not be working as intended.  Here's a rundown of them in the hopes that the stuff that I /bugged gets fixed, and that the stuff that's iffy can get clarified before this gets pushed to live. </DIV> <DIV> </DIV> <DIV>Issue 1: Dough bought from the vendor in the tradeskill instance cannot be used in the Provisioning recipes, making 2 of the 3 recipes you are given in Artisan 2 useless.  Also, unless you had the old Artisan 2 book scribed from before, you can't make dough that will work.  I /bugged this one last night.</DIV> <DIV> </DIV> <DIV>That brings me to...</DIV> <DIV> </DIV> <DIV>Issue 2: Artisan Essentials 3, 4, 5, 6, 7, 8, and 9 all contain old recipes with interims and refines.  As a newbie artisan now, you can only craft out of your Artisan Essentials 2 book all the way until level 10.</DIV> <DIV> </DIV> <DIV>Issue 3: Upon gaining enough experience, you are automatically assigned as a Craftsman at level 10 instead of being held at level 9 for your quest to select a subclass.</DIV> <DIV> </DIV> <DIV>Issue 4: Recipe Books for Craftsman, Outfitter, Scholar are only available in Haven right now.  Once you manage to hit 10 grinding recipes from Artisan Essentials 2, you can't buy your new books unless someone who's finished part of the betrayal and is Exiled can mail them to you.</DIV> <DIV> </DIV> <DIV>Issue 5: Harvesting skills seem broken (in an exploitative way) on the Queen's Colony nodes, and node drops seem iffy too.  There is no longer a cap on gaining harvesting skills from Tier 1 or newbie nodes, I've tested all the way to 70/70 on a 14 Craftsman/9 Fury character still on Queen's Colony.  You are also assigned a skill gain for every single pull of the node, every time.  I've harvested probably 600-700 times on those nodes now and every time I could gain a point, I did.  Also, the drops from the nodes are 1 per pull. Out of those ~700 pulls, not one time did anything drop more than a single raw at a time. Additionally, no rares are able to be gathered on them.  Also, the following components are assigned per node:</DIV> <DIV> </DIV> <DIV>Rugged ore: lead cluster, rough malachite</DIV> <DIV>Unearthed stones: tin cluster, leaded loam</DIV> <DIV>Felled Elm Tree: severed elm</DIV> <DIV>Creature Den: frog legs, sullied low quality badger pelt</DIV> <DIV>Roots: roots</DIV> <DIV>Coffee Bush: black coffee bean</DIV> <DIV>School of Fish: sunfish</DIV> <DIV> </DIV> <DIV>As I mentioned, some of this may be intended behavior, but some of it definitely is not.  I hope the devs are already aware of most of this; if not, I hope this helps some of this get fixed before it goes live.</DIV> <DIV> </DIV> <DIV>Alessandra of Test</DIV>

KodiakAsh
05-22-2006, 01:15 PM
<div></div>Wow some HUGE gathering changes in regards to gathering. So far gathering I have discovered: 1. When they say numerous per harvest, they mean numerous per harvest.  I just got 10 roots out of one pull on a simple root, then got 3 and 3 more.  16 roots from 1 harvesting node.  That isn't to say that you don't still go on streaks of getting 1 per 3 picks...but I'd have to say on average I get 5ish odd raws from each node.  This is with 30-40ish odd skill on tier 1 targets. 2. Most determintal to us PvPers is the fact that rares are now considered TREASURED, which last I checked drops on PvP servers.  So that means just going out and gathering in the future means dying could cost you a rare that you picked. 3. Gathering in the trial of the isle is unaffected.  You still only get 1 per node, period.  However what I have noticed is that you tend to gain up very fast gathering wise.  On live at the moment if you start gathering, you fail miserably over and over.  It would litterally take 7 harvests total from each type to get high enough to do tier 2 harvesting in the trial area.  This does not hold true for normal lowbie areas however.  For example gathering in The Ruins you can still fail on harvesting. 4. Loam droprates for all tiers seems to be lowered.  For example at Tier 1 I used to get around the same amount of loam as I did Tin, if not more so.  Now it seems I mostly get Tin in the "real world" with almost no loams at all.  This does not hold true for the noobie island, so I'd almost reccomend getting mining up there and getting extra loams if you plan to skill up on them from 1-10. More as I go gathering in CL and otherwise.  Wonder if I can visit and use the stuff in Haven as a FP character? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Oh yes, when I hit level 9 I went to freeport and selected Scholar.  At that point, I went and leveled up to 10 and remained a Scholar.  So perhaps you only become a craftsman if you didn't define what you'd like to be? <div></div><p>Message Edited by KodiakAsh on <span class=date_text>05-22-2006</span> <span class=time_text>04:24 AM</span>

Jooneau
05-22-2006, 10:59 PM
That artisan class/subclass bug has been in the game since release and isn't new to this most recent Live Update. They should get rid of the class/subclass just like they got rid of those for adventurers.

Gendidar
05-24-2006, 12:10 AM
As of May 23, 2006 the Fried Frog Leg recipe was still bugged, recipe would not recognize Dough that is purchased off the Wholesaler.<div></div>

Haff
06-07-2006, 09:36 PM
<DIV><BR> <BLOCKQUOTE> <HR> Gendidar wrote:<BR>As of May 23, 2006 the Fried Frog Leg recipe was still bugged, recipe would not recognize Dough that is purchased off the Wholesaler.<BR> <BR> <HR> </BLOCKQUOTE><BR>Still broken as of 6th June.</DIV>

Simon Snowlock
06-11-2006, 01:45 AM
<P>Frog Leg recipe working now. </P> <P>I gained multiple pulls off nodes on the Queen's Colony.</P>

SlashnGut
06-11-2006, 02:47 AM
<BR> <BLOCKQUOTE> <HR> Llwellyn wrote:<BR> <DIV>I've spent quite a bit of time exploring crafting on Queen's Colony on Test.  I found out some things that are definitely bugs, and some things that may or may not be working as intended.  Here's a rundown of them in the hopes that the stuff that I /bugged gets fixed, and that the stuff that's iffy can get clarified before this gets pushed to live. </DIV> <DIV> </DIV> <DIV>Issue 1: Dough bought from the vendor in the tradeskill instance cannot be used in the Provisioning recipes, making 2 of the 3 recipes you are given in Artisan 2 useless.  Also, unless you had the old Artisan 2 book scribed from before, you can't make dough that will work.  I /bugged this one last night.</DIV> <DIV> </DIV> <DIV>That brings me to...</DIV> <DIV> </DIV> <DIV>Issue 2: Artisan Essentials 3, 4, 5, 6, 7, 8, and 9 all contain old recipes with interims and refines.  As a newbie artisan now, you can only craft out of your Artisan Essentials 2 book all the way until level 10.</DIV> <DIV> </DIV> <DIV>Issue 3: Upon gaining enough experience, you are automatically assigned as a Craftsman at level 10 instead of being held at level 9 for your quest to select a subclass.</DIV> <DIV> </DIV> <DIV>Issue 4: Recipe Books for Craftsman, Outfitter, Scholar are only available in Haven right now.  Once you manage to hit 10 grinding recipes from Artisan Essentials 2, you can't buy your new books unless someone who's finished part of the betrayal and is Exiled can mail them to you.</DIV> <DIV> </DIV> <DIV>Issue 5: Harvesting skills seem broken (in an exploitative way) on the Queen's Colony nodes, and node drops seem iffy too.  There is no longer a cap on gaining harvesting skills from Tier 1 or newbie nodes, I've tested all the way to 70/70 on a 14 Craftsman/9 Fury character still on Queen's Colony.  You are also assigned a skill gain for every single pull of the node, every time.  I've harvested probably 600-700 times on those nodes now and every time I could gain a point, I did.  Also, the drops from the nodes are 1 per pull. Out of those ~700 pulls, not one time did anything drop more than a single raw at a time. Additionally, no rares are able to be gathered on them.  Also, the following components are assigned per node:</DIV> <DIV> </DIV> <DIV>Rugged ore: lead cluster, rough malachite</DIV> <DIV>Unearthed stones: tin cluster, leaded loam</DIV> <DIV>Felled Elm Tree: severed elm</DIV> <DIV>Creature Den: frog legs, sullied low quality badger pelt</DIV> <DIV>Roots: roots</DIV> <DIV>Coffee Bush: black coffee bean</DIV> <DIV>School of Fish: sunfish</DIV> <DIV> </DIV> <DIV>As I mentioned, some of this may be intended behavior, but some of it definitely is not.  I hope the devs are already aware of most of this; if not, I hope this helps some of this get fixed before it goes live.</DIV> <DIV> </DIV> <DIV>Alessandra of Test</DIV><BR> <HR> </BLOCKQUOTE>#3 on your list is actually happening on live as well. I was crafting the other day on my monk and when I got enough experience to level to 10 it automatically made me a craftsmen.<BR>

Simon Snowlock
06-11-2006, 11:19 PM
As long as you talk to your certifier before you reach level 10 you should be fine. I made my new crafter an outifter today on test.