PDA

View Full Version : Don't melt the TS ice float!


littleman17
08-23-2006, 09:46 AM
<DIV>Honestly, I do not see the purpose of removing this from the game... It is like the only neutral crafting place in the game.</DIV> <DIV> </DIV> <DIV>Call me paranoid, but I prefer to be in the same zone as the rares I am having made into stuff. This is mainly because I find such a few amount of rares that I can actually use for the character I find em.</DIV> <DIV> </DIV> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV>

Deson
08-23-2006, 09:55 AM
<div></div>I dont want it to go because it's a good change of scenery from 4 walls. Unless there are plans to spruce up TS instances and add more scenic TS areas at the same time,this is a most unwelcome change for me. For thos that would say craft in your house, remember that it takes a guild level 25 to get the good crafting stations.Oh! and bad form for blaming us. I'd say it was all teh hot air from pompous adventurers!<div></div><p>Message Edited by Deson on <span class=date_text>08-23-2006</span> <span class=time_text>02:56 PM</span>

missionarymarr
08-23-2006, 10:16 AM
<DIV>I must admit that this one surprised me quite a bit and I would like to hear from the DEVs on the reason for this change. Personally unless it was some sort of performance issue I think they should leave this alone. They have listened to us before on changes so let's hope that they rethink this decision or at the very least give us some reason why it needs to be made. This really seems to be a change out of left field. At least when they removed the newbie quests they explained their reasons for doing so.</DIV>

Lalkin503
08-23-2006, 10:29 AM
<DIV>Personally I'd like to see it disappear. It just seem wrong to be there. </DIV> <DIV> </DIV> <DIV>If a neutral TS location needs to exist it should be put in a more logical place</DIV>

BlindPari
08-23-2006, 10:31 AM
I say keep it, its one of the things I enjoy seeing/utilizing in the zone.

Methriln
08-23-2006, 10:31 AM
<BR> <BLOCKQUOTE> <HR> Lalkin503 wrote:<BR> <DIV>Personally I'd like to see it disappear. It just seem wrong to be there. </DIV> <DIV> </DIV> <DIV>If a neutral TS location needs to exist it should be put in a more logical place</DIV><BR> <HR> </BLOCKQUOTE><BR>like the 1 on sol eye? personaly i dont want it to go

Mirdo
08-23-2006, 10:33 AM
<P>When it first appeared my friends and I speculated on what mysterious purpose a tradeskill Island just there could serve - it turned out there was no mystery - so was a little disapointing.</P> <P>I would like it to stay - not because I use it but because I view it as a folly. An odd, out of place set of structures where you wouldn't expect to see them. The game needs a few more illogical twists imo, more mysteries.</P> <P>Mirdo.</P>

ironman2000
08-23-2006, 10:35 AM
I never really understood why there were crafting stations on an ice berg anyway?  Did this really have a purpose? If not I can't see why it took so long to remove anyway.

firza
08-23-2006, 10:39 AM
<DIV>To me that Island represented GRAND ideas for Tradeskillers. In fact it inspired me to create 5 TS alts.</DIV> <DIV> </DIV> <DIV>Now only my main made it to T7, and TS has had non of the great ideas proposed by its fans, or devs.</DIV> <DIV> </DIV> <DIV>Its kinda like the TS-titanic</DIV>

ke'la
08-23-2006, 12:31 PM
<DIV>first off please don't remove the TS Iceburg, its one of the coolest "huh!?" things in the game, and I... until very resontly am not a tradeskiller and never even consitered using them. I just think its cool to have TS stations just sitting out on an Ice Burg for no reason.</DIV> <DIV> </DIV> <DIV>BTW, the Gobal warming is NOT caused by Tradeskillers we all know that those rogue clockworks in Fay'dar put out FAR more green house gases then we tradeskillers ever could.  </DIV>

Liandra
08-23-2006, 12:32 PM
<DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=62990#M62990" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=62990#M62990</A></DIV> <DIV> </DIV> <DIV>About a year and a half  ago when Frizznik was our TS Dev there were plans to continue the newbie TS quest.</DIV> <DIV> </DIV> <BLOCKQUOTE dir=ltr> <DIV>It is a series of quests that will allow you to progress as a tradeskiller.  The first level quests will be tied to reading Dreak's Note.  It will offer a longer tutorial on how to find a tradeskill society, how to join it, and how to get into tradeskilling.  It will show you the difference between the different classes and help you make a more informed decision about which profession you wish to take.</DIV> <P>If you have seen the tradeskill island in Everfrost, this is a preview of things to come.  I wanted to move tradeskillers out of the damp dark tradeskill dungeon and out into the world for some excitement.  The giver of these quests and merchants will be available here.  There will be tradeskill areas set up in Nektulos, Steppes, Enchanted Lands, and Everfrost.  I tried to get to the places that they will be with a level 3 adventurer and didn't have so much trouble as long as I was careful, so adventure level shouldn't be an issue, especially if you can get friends to help you out. </P> <P>The quests after the extended tutorial will first teach you how to do batch refines.  This means if you have 20 Metal Clusters, 20 Tempers, and 20 Fuels then you can produce 20 Metal Bars at once.</P> <P>The next set of quests will teach you how to create items more quickly, they will upgrade your recipes so that they only require half of the progress that was previously needed.</P> <P>The final set of quests will net you different pieces of tradeskill clothing that will give you an increase in technique that your profession uses. </P> <P>This is a lot of quests, and a lot of work but I am working as quickly as possible to get these additions in.  I will post more information on the above issues as they are resolved.</P></BLOCKQUOTE> <P>Unfortunately shortly after Frizz left us.  We ended up with Beghn again. :smileysad: And this wonderful idea was scrapped leading to the mess that is the TS Revamp.</P> <P>Anyway, that equipment is left over from then.  I cant say i am surprised they are removing it now.  It is a shame though.</P>

Spangles
08-23-2006, 02:02 PM
<P>My own personal view on why the TS stations were available in EF are all to do with the Bone Bladed Claymore HQ.  Those that do this HQ get locked out of both starting cities until they have killed 1000 sentient beings, which meant that if you were a tradeskiller as well as an adventurer you could not craft anything.  The BBC HQ can be collected from Lvl 40, which just happens to be the same tier as EF hence the TS stations.</P> <P>I have used those TS stations once, and only because I logged on in EF, got a TS order in the mail and my Call was down.  I have to say that I did not enjoy the experience.  It happened to be winter in RL and standing there with snow flurries blowing around actually made it feel uncomfortable to TS on the iceflow.</P> <P>Good riddance I say.  As already mentioned, there are cosier TS stations inside Sols Eye and you can access both brokers in Shin Village, so any TSers on BBC HQ can still do what they need to do.</P>

Allowin
08-23-2006, 02:55 PM
i say please leave them. it always nice to be able to get a /tell from somebody wanting a crafted item right then and there and who offers any amount of money to get it made.before the EF island was put there, you had to buy a ticket to TS or nek, then trade the item, use your call, craft the item, buy another ticket to TS or nek and finish the transaction now your stuck in EF with no call and then you have to do the zone to zone to zone jumping to get home. now you can just both meet in EF, craft the item while they are standing there. and not have to use your call at all unless you want to go back home.and i dont know about you guys, but the idiots who decided to take away all the TS zones but 1 in each city needs to be tied to a post and whipped. on busy days you cant find a ts zone that has less than 50 people in it (friday-sunday).now to make it worse, on our server, we have been having some of the botter groups (and other assorted morons) who have chosen the TS instances to /duel each other. like its not bad enough to have to try and craft with a tiny TS zone filled with 2-3 people per machine, but add in morons who wanna stand infront of your ts machine and /duel.<div></div>

gm9
08-23-2006, 03:03 PM
I'd like it to stay, if only as a monument for the idea that crafting could be so much more than it is today. Oh well...

Uanelven
08-23-2006, 03:10 PM
<div></div><div></div><div><blockquote><hr>Liandra wrote:<div></div> <div><a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=62990#M62990" target="_blank">http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=62990#M62990</a></div> <div> </div> <div>About a year and a half  ago when Frizznik was our TS Dev there were plans to continue the newbie TS quest.</div> <div> </div> <blockquote dir="ltr"> <div>It is a series of quests that will allow you to progress as a tradeskiller.  The first level quests will be tied to reading Dreak's Note.  It will offer a longer tutorial on how to find a tradeskill society, how to join it, and how to get into tradeskilling.  It will show you the difference between the different classes and help you make a more informed decision about which profession you wish to take.</div> <p>If you have seen the tradeskill island in Everfrost, this is a preview of things to come.  I wanted to move tradeskillers out of the damp dark tradeskill dungeon and out into the world for some excitement.  The giver of these quests and merchants will be available here.  There will be tradeskill areas set up in Nektulos, Steppes, Enchanted Lands, and Everfrost.  I tried to get to the places that they will be with a level 3 adventurer and didn't have so much trouble as long as I was careful, so adventure level shouldn't be an issue, especially if you can get friends to help you out. </p> <p>The quests after the extended tutorial will first teach you how to do batch refines.  This means if you have 20 Metal Clusters, 20 Tempers, and 20 Fuels then you can produce 20 Metal Bars at once.</p> <p>The next set of quests will teach you how to create items more quickly, they will upgrade your recipes so that they only require half of the progress that was previously needed.</p> <p>The final set of quests will net you different pieces of tradeskill clothing that will give you an increase in technique that your profession uses. </p> <p>This is a lot of quests, and a lot of work but I am working as quickly as possible to get these additions in.  I will post more information on the above issues as they are resolved.</p></blockquote> <p>Unfortunately shortly after Frizz left us.  We ended up with Beghn again. :smileysad: And this wonderful idea was scrapped leading to the mess that is the TS Revamp.</p> <p>Anyway, that equipment is left over from then.  I cant say i am surprised they are removing it now.  It is a shame though.</p><hr></blockquote>This made me a bit sad reading this.    Leave the island and give us a teleport shard to it!.   Or at least leave it.   It's quirky, mysterious and above all, a monument.   I spent some good crafting time there just for the hell of it.     I say make a few cold-based recipes need that iceclad TS area. </div><p><span class="time_text"></span></p><p>Message Edited by Uanelven on <span class=date_text>08-23-2006</span> <span class=time_text>04:15 AM</span>

VolgaDark
08-23-2006, 03:12 PM
<DIV> <P>Very sad to hear about the island going away <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><SPAN>  </SPAN>it is about the only place to craft outside of cave. Each time I passed by I would check to see if they finally added the fuel vendor.</P><SPAN>Maybe I’m getting too cynical since the TS rewarp, but to me taking away the island is like the final nail to the coffin of all the grand plans for crafters. </SPAN></DIV>

Kyro Cilliani
08-23-2006, 03:15 PM
Getting rid of the EF tradeskill iceberg is one of the weirdest "why the hell are you even bothering with this" changes i've seen, next to the "raptors in an expansion released a year ago will no longer be stealthed" one, of course. <div></div>

PIexor
08-23-2006, 03:32 PM
<DIV>They probaly removing it because it looks so stupid/silly and does not have a place in the everfrost scenery, it looks almost as good as one of those pink cubes that show up when they model is missing of an item.</DIV>

Jezekie
08-23-2006, 03:43 PM
It looks way out of place for the best looking zone in the game. It was an attempt that looked good on paper, to get people out of the TS instances but it was never followed through and expanded on and serves little use at the moment, so it may as well go poof.<div></div>

standupwookie
08-23-2006, 04:46 PM
It seems odd that they would take things out of the game.  Maybe when they patch tradeskill stuff, they need to write code for specific tradeskill instances.  Freeport and Qeynos are two instances....but that doesnt explain why they would leave the Sol A one in. I have never seen anyone using the Sol A one or the Everfrost one...In fact, I rarely see anyone in Everfrost. There are about 50 or so zones in this game that they could completly delete and I dont think anyone would norice until a few months after..

Lera
08-23-2006, 04:54 PM
They should keep this! It's one of those "huh?" things in the game that just makes Norrath a more interesting place. Tradeskill stations in Everfrost on an island of ice? Sure, why not?<div></div>

Amataelia
08-23-2006, 05:08 PM
If they had added a vendor to this island many more people would have utilized it.  It was so nice to be able to grind TS levels there as a change of scenery, crafting in the dark TS instances and dark inn rooms can get old very fast.I SAY KEEP IT !!   <span>:smileyhappy:</span><span>Amataelia65 Wizzy70 Tailorand too many alts to listThe Legionnaires of LightBlackburrow</span><div></div>

Gareorn
08-23-2006, 05:20 PM
<DIV>I'd like to have it stay.  I used it a couple times back when the TS zones were first consolidated.  The TS zones in the cities were quite laggy for a while after the consolidation, and it was nice to have a place to go where you didn't have to fight the lag.  The TS zones have since been fixed and I haven't been back to the iceberg since, but it's nice knowing it's there if I need it.</DIV> <DIV> </DIV> <DIV>If it's a game performance issue, then by all means, dump it.</DIV>

Vulking
08-23-2006, 05:26 PM
<P>I say leave it. And for crying out loud, just add a fuel vendor.  How hard could that be?  I am beginning to find it disturbing that things are being removed from the game now, instead of added.  I would caution the Devs to add not subtract.  </P> <P>If there any illusions as to why it didn't get much use, its simply because of lack of fuels.</P>

EnchanterB
08-23-2006, 05:30 PM
<font color="#ccccff">I'd like for it to stay. It represents a time when tradeskillers were paid attention to and loved.</font><font color="#ccccff"></font><font color="#ccccff"></font><font color="#ccccff">I spent many levels out there crafting. I enjoyed it while it was around. It's absolutely beautiful to craft under the purple and pink skies with dreadwake swimming by on occasion to say hello.</font><font color="#ccccff"></font><font color="#ccccff"></font><font color="#ccccff">It was planned to be one of many overland tradeskilling places. *sighs* </font><font color="#ccccff"></font><font color="#ccccff"></font><font color="#ccccff">It will be missed.</font><font color="#ccccff"></font><div></div>

Tomanak
08-23-2006, 06:40 PM
<BR> <BLOCKQUOTE> <HR> EnchanterB wrote:<BR><FONT color=#ccccff>I'd like for it to stay. It represents a time when tradeskillers were paid attention to and loved.</FONT><FONT color=#ccccff><BR></FONT><FONT color=#ccccff><BR></FONT> <HR> </BLOCKQUOTE><BR>You mean in beta? For it sure as hell hasnt happened since...

Colin
08-23-2006, 06:44 PM
<div></div><blockquote><hr>Nethirln wrote:<div></div> <blockquote> <hr> Lalkin503 wrote: <div>Personally I'd like to see it disappear. It just seem wrong to be there. </div> <div> </div> <div>If a neutral TS location needs to exist it should be put in a more logical place</div> <hr> </blockquote>like the 1 on sol eye? personaly i dont want it to go<hr></blockquote>I'd like to see them both go. Get rid of them both and any others like them. It is so illogical to have TS stations in both these places, its absurd. Where is the roleplaying immersion in standing on an iceberg in blizzard-like conditions with your sewing needle and thread or hammer and saw etc. Your fingers would freeze off in 10 minutes. Well, we do have to swim in frigid ice cold water in EF with no apparant ill effects. Sony logic at work I guess. Anyway, the one in EF looks absolutely stupid sitting out there. I'd bet my last dollar even the eskimo's wouldnt use them. Maybe, just maybe if the iceberg had a huge igloo over it to protect the crafting tables from the weather, it'd be more rational. But then the first person to fire up the forge would melt the whole thing. HahahaIf neutral site TS stations are needed in the game, put them in a logical place that makes sense. Just a thought, how about a structure in Windstalker Village, Thundermyst Village, Crossroads, the fort at the zone in to Zek. Any of these make more sense than standing on a [expletive haxx0red by Raijinn]ing iceberg with no shelter. /boggle

ironman2000
08-23-2006, 07:40 PM
<BR> <BLOCKQUOTE> <HR> Spangles wrote:<BR> <P>My own personal view on why the TS stations were available in EF are all to do with the Bone Bladed Claymore HQ.  Those that do this HQ get locked out of both starting cities until they have killed 1000 sentient beings, which meant that if you were a tradeskiller as well as an adventurer you could not craft anything.  The BBC HQ can be collected from Lvl 40, which just happens to be the same tier as EF hence the TS stations.</P> <P>I have used those TS stations once, and only because I logged on in EF, got a TS order in the mail and my Call was down.  I have to say that I did not enjoy the experience.  It happened to be winter in RL and standing there with snow flurries blowing around actually made it feel uncomfortable to TS on the iceflow.</P> <P>Good riddance I say.  As already mentioned, there are cosier TS stations inside Sols Eye and you can access both brokers in Shin Village, so any TSers on BBC HQ can still do what they need to do.</P><BR> <HR> </BLOCKQUOTE><BR>Thats kind of silly cause the BBC 1,000 can be knocked out in about 2 hours.  Plus if you can't get into the city anyway, how are you going to get fuel?  I mean there is no Tradeskill Wholesaler out there on the ice flow.... ?

Amataelia
08-23-2006, 08:02 PM
<div><blockquote><hr>ironman2000 wrote:<div></div> <blockquote> <hr> Spangles wrote: <div></div> <p>My own personal view on why the TS stations were available in EF are all to do with the Bone Bladed Claymore HQ.  Those that do this HQ get locked out of both starting cities until they have killed 1000 sentient beings, which meant that if you were a tradeskiller as well as an adventurer you could not craft anything.  The BBC HQ can be collected from Lvl 40, which just happens to be the same tier as EF hence the TS stations.</p> <p>I have used those TS stations once, and only because I logged on in EF, got a TS order in the mail and my Call was down.  I have to say that I did not enjoy the experience.  It happened to be winter in RL and standing there with snow flurries blowing around actually made it feel uncomfortable to TS on the iceflow.</p> <p>Good riddance I say.  As already mentioned, there are cosier TS stations inside Sols Eye and you can access both brokers in Shin Village, so any TSers on BBC HQ can still do what they need to do.</p> <hr> </blockquote>Thats kind of silly cause the BBC 1,000 can be knocked out in about 2 hours.  Plus if you can't get into the city anyway, how are you going to get fuel?  I mean there is no Tradeskill Wholesaler out there on the ice flow.... ?<hr></blockquote>A good crafter always has fuel on them <span>:smileytongue:Just because you have to kill 1,000 sentient beings doesn't mean you can't take time to whip up a nice set of pantaloons.  <span>:smileyhappy:</span></span></div>

Leawyn
08-23-2006, 08:21 PM
<DIV>Don't take the island away! I used to TS here all the time on my sage, and will do so on my woodworker when I get the groove to TS again (it comes and goes lol) but please don't take it away. its a nice change of scenery from the ugly stone walls of the TS dungeons.</DIV>

Leawyn
08-23-2006, 08:23 PM
<BR> <BLOCKQUOTE> <HR> Colin52 wrote:<BR> <BLOCKQUOTE><BR>I'd like to see them both go. Get rid of them both and any others like them. It is so illogical to have TS stations in both these places, its absurd. Where is the roleplaying immersion in standing on an iceberg in blizzard-like conditions with your sewing needle and thread or hammer and saw etc. Your fingers would freeze off in 10 minutes. Well, we do have to swim in frigid ice cold water in EF with no apparant ill effects. Sony logic at work I guess. Anyway, the one in EF looks absolutely stupid sitting out there. I'd bet my last dollar even the eskimo's wouldnt use them. Maybe, just maybe if the iceberg had a huge igloo over it to protect the crafting tables from the weather, it'd be more rational. But then the first person to fire up the forge would melt the whole thing. Hahaha<BR><BR>If neutral site TS stations are needed in the game, put them in a logical place that makes sense. Just a thought, how about a structure in Windstalker Village, Thundermyst Village, Crossroads, the fort at the zone in to Zek. Any of these make more sense than standing on a [expletive haxx0red by Raijinn]ing iceberg with no shelter. /boggle<BR><BR> <HR> </BLOCKQUOTE></BLOCKQUOTE><BR>Not everything in this game needs to be logical. Some things can be just for fun. Maybe a wandering band of barbarians had settled in EF and put their tradeskilling stations on that ice flow so as not to be disturbed by wandering animals as they concentrate on their skills. Maybe some gnomes became stranded in the ice in their tinkered boat and unloaded as fast as they could to save their precious stations, but just never could get back to retrieve them. There's all sorts of stories that could be used for why working tradeskill stations are there.

Oakum
08-23-2006, 08:50 PM
<P>I think it should stay unless its a peformance causing issue. As a matter of fact they should put one on Shattered weir in KOS and the beach in SS,  the beach in TS, and in Nek. Put a fuel vender and a writ npc/desk there and they would  get used.</P> <P>It was a way to pass time when waiting for group member to show up or when they were afk when I was in my 40's. I would make some thing to help the group out or put on the broker later as we waited for the person who just logged in and is checking his/her mail or getting a set of writs or had to go afk to change a diaper, went LD, whatever the case was.</P> <P>Even if SOE no longer has any grand plans for tradeskiller quest, The dev's could come up with a story to "justify" why they are there.</P> <P>If its gotta go though, like the other post said, it wasn't the hot air from TS'ers that melted the iceflow. It was all the hot air from adventurers bragging about their fabled and legendary in the lvl chats and how they wouldn't be caught wearing crafted unless it was free.</P> <P> </P> <P> </P> <P> </P>

Chickenlady
08-23-2006, 09:02 PM
I say keep it too.....I have never bothered to craft there - but it is definatly a "WOW why on earth?"  type of thing when you first log into the zone......quite a nice mystery really....if they don't want crafters to be able to use it why not leave the island with it's workstations there but have them inactive - frozen up due to the "inclement weather" or something...........<div></div>

Iagan the Swart
08-23-2006, 09:28 PM
I have to add my voice to this.  I think the tradeskill ice float should be kept.  I remember when I first went to Everfrost, and started to explore.  I found the TS ice float, and loved it immediately.  It was just so odd, and that made it cool.  So cool in fact that I dropped everything else, and started crafting there.  Anyway, I'd really hate for this to disappear.<div></div>

KerowynnKaotic
08-23-2006, 09:29 PM
<BR> <BLOCKQUOTE> <HR> Chickenlady wrote:<BR>*snipped*<BR><U><STRONG>if they don't want crafters to be able to use it why not leave the island with it's workstations there but have them inactive - frozen up due to the "inclement weather" or something...........<BR></STRONG></U> <BR> <HR> </BLOCKQUOTE> <P>/agree.  If they HAVE to go turn them into statues.   They are a part of EQ2's history, now.   And, don't blame it on TS'ers .. Lame! <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> </P> <P>But, I want them to stay active! </P> <P>Just put in a fuel merchant & writ desk/npc and it will be used more often!   Just make sure to have the vendor dress warmly and give him/her an attitude problem and a big case of the shivers!  </P> <P>I, too, always hoped for more "fun" in the Tradeskilling part of the game.  Special Quests, Gates, Recipes, Unique Clothing .. *sigh* the possibilities are endless when I think about it but apparently the budget for "Tradeskilling Fun" is very limited.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><BR></P>

Krooner
08-23-2006, 09:35 PM
<DIV>How about having them still usable but on the bottom of the ocean floor.  ?</DIV> <DIV> </DIV>

Leawyn
08-23-2006, 09:37 PM
<DIV>o.O</DIV> <DIV> </DIV> <DIV>Now it looks like I double posted :smileytongue:</DIV>

Mabes
08-23-2006, 10:09 PM
<DIV>It would be cool if they had a public crafting/market area in each city, I loved how in SWG the crafting tables were in front of the starport on many planets, and you could chat and advertise your goods while crafting.  Though, eq2 might not be able to handle it lag-wise.</DIV> <DIV> </DIV> <DIV>But as far as the everfrost crafting tables go, I never used them and thought it was odd to have them out on a floating iceberg....</DIV>

EvG
08-23-2006, 10:11 PM
it just shows how tradeskilling is seen nowjust make the bare minimum and nothing  more instead of new concepts and ideas or quests for recipes they take the time to remove things from game instead of adding to iti would prefer that someone invested the time thinking about removing the stations and testing it to add the missing crafting recipes but i would bet it goes the usual waystep 1: all is as intended the recipes are missing on purpose and the crafters do not need a view or fresh airstep 2: the missing recipes were not used anyway and the crafters should be thankfull for anything we choose to give them and they do not deserve a craftingstation with a viewstep 3: oh dam 70% of the dedicated crafters left for vanguard perhaps we should not have ignored them for 6 montsstep 4: some quests for some useless recipes are thrown together fast and some stations are added randomly but nobody cares anymore because crafting is more or less deadstep 5: all is well and working as intendedad infinitum ad nauseam <div></div>

Vodr
08-23-2006, 10:19 PM
At least if you are going to melt the ice berg, can we have the models scattered on the floor of the ocean as a goof? I mean it's not like the ice berg melted and the stations were water soluble.

CrazedMut
08-23-2006, 10:37 PM
I also <b>disagree</b> with this change. I think the presence of the stations are quirky and odd...keep them in they are doing no harm.<div></div>

kelesia
08-23-2006, 10:49 PM
n I just add to the please don't melt it brigade? I love it. It's awesome. I have crafted many hours there.  The zone is gorgeous and one of my favorite places to go.PLEASE PLEASE keep it.<div></div>

Magic
08-23-2006, 11:22 PM
<P>Dang!  They got rid of it before I had a chance to see it!  I was bootstrutting all over the world the other night and saw many new zones for the first time.  It would have been great to see such a sight as tradeskill devices on an iceburg.</P> <P>Were the tradeskill devices in an instance?  If they were out in the open, they may have been removed for zone performance reasons.  Personally, I'd like to see every zone have a tradeskill instance to save me the trip to my city and back again for more harvesting.  Even better, I'd like to have two adjustable binding points, one in my home city, and one out in the world anywhere I desire.  Then I could transport back and forth between the two locations.</P>

littleman17
08-24-2006, 08:58 AM
<DIV>If they are going to waste their time removing this, the had better be adding another easy to get to neutral crafting point somewhere...</DIV> <DIV> </DIV> <DIV>I mean, there isn't always a tradeskiller of the proper class on your side when you want something made... but for some reason, there always seem to be one of the opposite side...</DIV>

Canel
08-24-2006, 11:17 AM
I say it shouldn't be removed. It was the only tradeskill area that was actually nice and quiet-instead of the city instances where it was always loud with the instance music and then all the sounds of the different crafters-I mean it was bad enough when they took away the subclass tradeskill instances-but now this-crazy. I mean-I always found it fun to have one place in an open zone where I could just turn my graphics all the way up to very good/excellent quailty-and enjoy the graphics of the tradeskilling and of the breath when it came out. And wearing T-shirt tradeskills clothes in freezing weather is always [expletive haxx0red by Raijinn] fun. I think that the area also represents a nice, quiet place in all of EF-a place where you can sit and not listen to NPC jabber-or have to watch ur back for an aggroing mob. And it was convienent for those T4/T5 crafters-cause all they'd have to do is just have fuel on them-then go harvesting-and instead of wasting their Call-they could all go to EF and just craft in the nice, freezing quiet. A real [expletive haxx0red by Raijinn] shame to see such a nice little area go cause some people who think that game logic should match RL logic said it looked weird :smileysad:

Feydakeen
08-24-2006, 12:41 PM
<DIV>Keep it !</DIV> <DIV>It is original, fun and doesn't bother anyone...</DIV> <DIV> </DIV> <DIV>WHY oh WHY fix something that is NOT broken? There are plenty of other things that need your attention devs...</DIV>

Anestacia
08-24-2006, 04:47 PM
<div><blockquote><hr>Feydakeen wrote:<div>Keep it !</div> <div>It is original, fun and doesn't bother anyone...</div> <div> </div> <div><font color="#ff00ff" size="5">WHY oh WHY fix something that is NOT broken?</font> There are plenty of other things that need your attention devs...</div><hr></blockquote>Truest words ever written.  I too see no point to "fix" things that arent broken when so many things are broken and have been for a long time with no attention.  I logically do not even see why this would rank on their list of things to do.  I remember first seeing it and thinking "what the heck?"  but now its part of the charm of EF and I have used it several times on different alts.  I love ice land scenery's and its a calming place to tradeskill, especially if your at that level that you are LFG in the old world.</div>

Andu
08-24-2006, 05:01 PM
<BR> <BLOCKQUOTE> <HR> Feydakeen wrote:<BR> <DIV>Keep it !</DIV> <DIV>It is original, fun and doesn't bother anyone...</DIV> <DIV> </DIV> <DIV>WHY oh WHY fix something that is NOT broken? There are plenty of other things that need your attention devs...</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>It does bother people though. It bothers those Devs who no doubt wander past it occassionally in game.</P> <P>They wouldn't be able to see it as anything but a huge monument to their failure. Their failure to make crafting worthwhile and their failure to follow through on an excellent plan that everybody liked and was looking forward to. So they delete it in the hope that it will all eventually be forgotten. </P> <P>Well no doubt it will be forgotten but for now I can only see this as hugely sad.</P> <P>Of course, if this is just a bit of tidying up prior to some grand scheme to improve crafting then I will gladly eat my words. Somehow, I think that I will not be dining for a long time though <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> </P>

Derrmerth2
08-24-2006, 05:03 PM
Heck, I think they should keep the island AND add a Frostbound Fuel merchant. The sheer uniquness of this place and the fact that it's already been in for nearly 2 years, I think its earned its place in Norrath. Bring on the random crafting stations.Just thought how funny it would be to have a random floating island in KoS with stations on it.

Amataelia
08-24-2006, 05:16 PM
<div><blockquote><hr>Derrmerth2 wrote:Heck, I think they should keep the island AND add a Frostbound Fuel merchant. The sheer uniquness of this place and the fact that it's already been in for nearly 2 years, I think its earned its place in Norrath. Bring on the random crafting stations.<font color="#ff00cc">Just thought how funny it would be to have a random floating island in KoS with stations on it.</font><hr>I would love that !!!<span>Amataelia65 Wizzy70 Tailorand too many alts to listThe Legionnaires of LightBlackburrow</span></blockquote></div>

Llogwey
08-24-2006, 06:04 PM
<P>I never went there until today. My main crafting character is alchemist 70 but necro 38 and so I thought it was a bit hard to go ther. But ... Oh... How beautiful ! I discovered it today and I didn't want to leave after hours crafting there. It's out in the fresh air, with a sweet music. I should have always crafted there !</P> <P> </P> <P>Oh please, just leave it !</P><p>Message Edited by Llogwey on <span class=date_text>08-24-2006</span> <span class=time_text>07:05 AM</span>

Sunrayn
08-24-2006, 06:35 PM
<P>Went to Everfrost a bit ago...It is really strange not seeing the island there....</P> <P>Sunrayn--Test</P>

Leawyn
08-24-2006, 07:54 PM
<BR> <BLOCKQUOTE> <HR> Sunrayn wrote:<BR> <P>Went to Everfrost a bit ago...It is really strange not seeing the island there....</P> <P>Sunrayn--Test</P><BR> <HR> </BLOCKQUOTE><BR>:smileysad: That makes me sad reading that.

Stuge
08-24-2006, 08:20 PM
Leave it!  There's no reason to take it away, and it adds character to the scenery.  And it's wonderful for a change of scenery to be able to fill up my bags and then go out there for some nice quiet crafting.<div></div>

Wilderbeast25
08-24-2006, 08:46 PM
I have to agree with those that want to keep it.I really can't see any reason why it should be removed.What is it hurting to keep there?  I mean really?It gives those that want to get out of the basement the chance to do so and what is the harm in that?<div></div>

Terabethia
08-24-2006, 10:09 PM
<P><FONT color=#33ccff>I have never crafted at these stations, and really, I have never seen anyone craft at these stations. Personally, the first time I saw them I thought they were a little odd, and then never thought about it again. So for my own little world called Me, my life really is not changing, and I will still sleep fine at night. However, many people like these. Not 100% sure why, but people do. They like crafting outside. They like to get out of the dark dungeon every once and a while and craft on an iceberg. What's wrong with this? If people like them, and they are not hurting the game, what's the point of removing them?</FONT></P> <P><FONT color=#33ccff>I could almost agree when they removed the newbie quests that people liked so much, and removed the access boat quests. People were annoyed, but in a small way, I saw SoE's point. As a new character, some of the quests were quite pointless and time consuming with little reward, so it was a burden on the actual new players. Same with the boat rides. There actually were people that, once these were removed, had no idea that you didn't still need them for access! A player that just starts today has no idea that on day 1 you needed to do something, but then they removed them. If they find 1 single outdated quest spolier or thread post, they did something they didn't need to. But really... crafting stations just do not apply. They do not harm anyone, people like them, they are not buggy so they are not taking up your coders time. Just leave them alone! I am pretty sure that more people care that you are taking them away than there are people who care if you leave them (is there anyone who really wants them removed for some odd reason?)</FONT></P>

Leawyn
08-24-2006, 11:34 PM
Canel... can you take a few ?'s out, you're stretching the board out, so annoying!

Atmosphear1993
08-25-2006, 01:14 AM
<P>There are many things in EQ2 that are there for just fluff.  Even though the tradeskill isle in EF is now only there for fluff, it once had a future purpose.  So I question, why take something out of the game if it has no negative effect on gameplay?  For example,  using this reasoning, I could also say that class fluff spells are useless and should be removed from the game.</P> <P>I wonder, why didn't the devs make use for the isle instead?  We are getting new tradeskill writs and quests, why not make a quest involve those devices on the isle?  Why not create an item set that can only be forged in the cold air of Everfrost?</P> <P>Is there some plan the devs have that requires this island to be removed from the game world?  If there isn't, I see it as waisted development time and a small hit below the belt to what makes EQ2 unique.</P>

Oakum
08-25-2006, 08:47 PM
<P>In the end until they tell us we will not know why its being removed.  It could be because it represented the old in depth plans to actually enhance tradeskills and really make it a equal playing path like adventuring is that it was supposed to be. Since they have scrapped tlhose plans as being too difficult and/or not worth doing, they might want to get rid of all reminders of it. </P> <P>I hope it was a performance issue or they needed the space for an EOF or another adventure pack setting. Maybe a druid ring is going to break free from an iceburg and float to there. </P>

Leawyn
08-25-2006, 09:43 PM
<DIV>Hrm... no raider hate... you ok Oakum?</DIV>

Moorgard
08-25-2006, 10:22 PM
<BR> <BLOCKQUOTE> <HR> littleman17 wrote:<BR> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually, there is.</P> <P>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P>

Leawyn
08-25-2006, 10:39 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> littleman17 wrote:<BR> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually, there is.</P> <P>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P><BR> <HR> </BLOCKQUOTE><BR>Yet another random cool thing about the game removed. Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?

numbaseven
08-25-2006, 10:56 PM
My guild was going to make a crafting night where our guildies could show off their goods and give stuff to the lower people while crafting stuff for others that need out on this island, guess that idea is shot now <span>:smileysad: I have to say if you'd thrown a few crafting vendors out there, a ton of more people would have crafted out there, beautiful place compared to the instanced walls of the normal tradeskilling places. The only reason not so many people used it is the fuel problem and that could have been easily fixed.</span><div></div>

Za
08-25-2006, 10:56 PM
The world changes GET OVER IT!My cousin came back from NYC last month. Something was missing there to, and that made bith of us justifiably sad. Life moves on, follow it or did a hole.

Mystara
08-25-2006, 10:59 PM
I personally don't see an issue with this change. I would much rather them remove it, and make global changes on crafting locations, than leave it and just drop another NPC there that seems immune and oblivious to the environment around him.When I first discovered this island, the guild I was in at the time had a discussion and agreed that it just seemed out of place to have it there.While I understand people that want to keep it for sentimental reasons, I'd rather have a fond memory and better changes than just to leave it sitting there without good reason. In the 100+ levels I have gained across characters I have never seen a single person using those stations for the simple reason that there isn't any bank or fuel sources close enough to make it convenient.<div></div>

mok
08-25-2006, 11:01 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P><BR> <HR> </BLOCKQUOTE><BR>Excellent! I can't wait to see it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Leawyn
08-25-2006, 11:09 PM
<BR> <BLOCKQUOTE> <HR> Zald wrote:<BR>The world changes GET OVER IT!<BR><BR>My cousin came back from NYC last month. Something was missing there to, and that made bith of us justifiably sad. <BR><BR>Life moves on, follow it or did a hole.<BR> <HR> </BLOCKQUOTE> <P><BR>Another winner with the "Lets equate EQ2 to Real Life" argument.</P> <P>Please don't ever compare removing tradeskill stations with destroying the WTC ever again. That is defaming the people who lost their lives that day.</P>

Fizwi
08-25-2006, 11:09 PM
<div><blockquote><hr>Leawyn wrote:<div></div>Yet another random cool thing about the game removed. Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?<hr></blockquote>None of the other ice floes have this issue.</div>

Leawyn
08-25-2006, 11:18 PM
<BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR>Yet another random cool thing about the game removed. Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?<BR> <HR> </BLOCKQUOTE><BR>None of the other ice floes have this issue.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>I'm sorry, are you an EQ2 programmer?

Saihung23
08-25-2006, 11:31 PM
<P>people people...if you are not an eq2 programmer please do not interject your opinions unless you agree with the idea that it should not be removed.</P> <P>Also, please do not feed the posters as you may lose a finger or two...they are not quite used to human contact as of yet.</P> <P>:smileyindifferent:</P> <P> </P>

ke'la
08-25-2006, 11:34 PM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR>Yet another random cool thing about the game removed. Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?<BR> <HR> </BLOCKQUOTE><BR>None of the other ice floes have this issue.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>I'm sorry, are you an EQ2 programmer?<BR> <HR> </BLOCKQUOTE><BR>Probly not but there is an easy test that ANYONE can do (if they are high enough lvl to not die of agro) to see if the other flows have this issue. Go to them log out on them then log back in. If your not underwater then that flow does not have this issue repeat for other flows in the area.

KerowynnKaotic
08-25-2006, 11:35 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> littleman17 wrote:<BR> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually, there is.</P> <P>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P><BR> <HR> </BLOCKQUOTE><BR>Fine. Fine .. but at least plop down the Tradeskill Devices to the ocean floor .. as Non-Functioning "Statues".   Oh!  And insert a " SoandSo was Here! " marker !  

Oakum
08-25-2006, 11:41 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> littleman17 wrote:<BR> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually, there is.</P> <P>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P><BR> <HR> </BLOCKQUOTE>Nice, it would be good to be able to kill time while waiting for group members by crafting at the crashsite in KoS or whisperwind island in BS. Then I wouldn't have to worry about preventing people being invited to the group or raid and maybe putting them in combat when they are trying to outrun mobs to get to the group.  <BR>

Leawyn
08-25-2006, 11:55 PM
<BR> <BLOCKQUOTE> <HR> Saihung23 wrote:<BR> <P>people people...if you are not an eq2 programmer please do not interject your opinions unless you agree with the idea that it should not be removed.</P> <P>Also, please do not feed the posters as you may lose a finger or two...they are not quite used to human contact as of yet.</P> <P>:smileyindifferent:</P><BR> <HR> </BLOCKQUOTE>Go away, troll.<BR>

Leawyn
08-25-2006, 11:56 PM
<BR> <BLOCKQUOTE> <HR> ke'la wrote:<BR> <BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR>Yet another random cool thing about the game removed. Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?<BR> <HR> </BLOCKQUOTE><BR>None of the other ice floes have this issue.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>I'm sorry, are you an EQ2 programmer?<BR> <HR> </BLOCKQUOTE><BR>Probly not but there is an easy test that ANYONE can do (if they are high enough lvl to not die of agro) to see if the other flows have this issue. Go to them log out on them then log back in. If your not underwater then that flow does not have this issue repeat for other flows in the area.<BR> <HR> </BLOCKQUOTE>Actually, I've camped out on the TS island many times, and never came back underwater. So I fail to see how camping once on the various islands would prove whether or not it was faulty.<BR>

Fizwi
08-25-2006, 11:59 PM
<div><blockquote><hr>Leawyn wrote:<div></div><blockquote><hr> </blockquote>Actually, I've camped out on the TS island many times, and never came back underwater. So I fail to see how camping once on the various islands would prove whether or not it was faulty.<hr></blockquote>I'm sorry, are you an EQ2 programmer?</div>

USAFJeeper
08-26-2006, 12:02 AM
<BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BLOCKQUOTE> <HR> </BLOCKQUOTE>Actually, I've camped out on the TS island many times, and never came back underwater. So I fail to see how camping once on the various islands would prove whether or not it was faulty.<BR><BR> <HR> </BLOCKQUOTE>I'm sorry, are you an EQ2 programmer?<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>/rofl</P> <P>How dare you question them!  Dont you know that makes you a troll!</P>

Leawyn
08-26-2006, 12:04 AM
<BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BLOCKQUOTE> <HR> </BLOCKQUOTE>Actually, I've camped out on the TS island many times, and never came back underwater. So I fail to see how camping once on the various islands would prove whether or not it was faulty.<BR><BR> <HR> </BLOCKQUOTE>I'm sorry, are you an EQ2 programmer?<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I never claimed I was. In fact I even claimed that "testing" by camping out on the various different ice flows would neither prove nor disprove Moorgards statement that this ice flow is buggy, nor prove or disprove YOUR statement that it is the one and only ice flow that is buggy as such.</P> <P> </P> <P>P.S. Saihung is a troll for following me here to this thread to harass me about my posts on another thread. So get your story straight before you try to label me. thanks.</P><p>Message Edited by Leawyn on <span class=date_text>08-25-2006</span> <span class=time_text>01:06 PM</span>

Fizwi
08-26-2006, 12:08 AM
Ah, so there's a more fundamental epistemic problem here.  Induction and empirics aren't enough proof...you need to speak to the Intelligent Designer!I guess poor MG (the metatron?) doesn't count.<span>:smileyvery-happy:</span><div></div>

Leawyn
08-26-2006, 12:11 AM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> littleman17 wrote:<BR> <DIV>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually, there is.</P> <P>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P><BR> <HR> </BLOCKQUOTE><BR>Yet another random cool thing about the game removed. <STRONG><FONT color=#ff0099>Are you going to remove all ice flows because they all have the same issue? Or just this one because its a glaring reminder of what could have been?<BR></FONT></STRONG> <HR> </BLOCKQUOTE> <P><BR>QFE... in case you missed it the first time.</P> <P>I understand the reasons he has given for removing the tradeskill stations. I asked if this problem affects all the other ice flows (thus they should also be removed to save the poor adventurer who should happen to camp out on one) or if it "just so happens" to be ONLY this one ice flow that is affected by said bug.</P>

Almeric_CoS
08-26-2006, 12:48 AM
<P><STRONG><FONT color=#ff00cc>I asked if this problem affects all the other ice flows</FONT></STRONG></P> <P>No, you didn't.  You said (QFE =P ):</P><STRONG><FONT color=#ff0099>Are you going to remove all ice flows because they all have the same issue?</FONT></STRONG> <P><BR>Your statement makes a very clear implication (to everyone but you, it seems) that ALL the ice <A href="http://dictionary.reference.com/search?q=floe&x=37&y=6" target=_blank>floes</A> have the same issue as the one that is being removed, as if you had tested it personally, or are an SOE programmer.</P> <P>If you actually wanted to ask a probing question about the status of the ice floes, perhaps something like:</P> <P><EM>Do the other ice floes have this same issue, and if so, will you be removing them, fixing them, or leaving them as-is for now?</EM></P> <P>Maybe learn a little tact before a) posting, and b) calling OTHER people trolls because of your own trolling, inciteful, or just plain misphrased statement.</P>

AbsentmindedMage
08-26-2006, 12:58 AM
<P>It is a lame excuse used to justify that they simply want to remove them.</P> <P>I have camped out many times in the tradeskill instance and signed back on to find myself trapped in a wall or post.  You do not see them removing those.</P> <P>Maybe instead of spending time on removing things from the game such as this and all of the quests you removed, you could you know finish the unique profession helms.  The profession helms that were advertised as being IN the kingdom of sky expansion.  As of date, a large portion of classes still share the same helms but with the ridiculous recolors.   So, tired of everything being recolored.  You could have designed race and gender specific clothes/armor by now instead of having this everything must fit all races and genders.</P>

Leawyn
08-26-2006, 01:11 AM
<BR> <BLOCKQUOTE> <HR> Almeric wrote:<BR> <P><STRONG><FONT color=#ff00cc>I asked if this problem affects all the other ice flows</FONT></STRONG></P> <P>No, you didn't.  You said (QFE =P ):</P><STRONG><FONT color=#ff0099>Are you going to remove all ice flows because they all have the same issue?</FONT></STRONG> <P><BR>Your statement makes a very clear implication (to everyone but you, it seems) that ALL the ice <A href="http://dictionary.reference.com/search?q=floe&x=37&y=6" target=_blank>floes</A> have the same issue as the one that is being removed, as if you had tested it personally, or are an SOE programmer.</P> <P>If you actually wanted to ask a probing question about the status of the ice floes, perhaps something like:</P> <P><EM>Do the other ice floes have this same issue, and if so, will you be removing them, fixing them, or leaving them as-is for now?</EM></P> <P>Maybe learn a little tact before a) posting, and b) calling OTHER people trolls because of your own trolling, inciteful, or just plain misphrased statement.</P><BR> <HR> </BLOCKQUOTE> <P><BR>You are correct. i spelled floes wrong (omg, correcting my spelling, you're so leet). And I could have phrased it different, but it amounts to the same thing. Is it an ice floe problem, or specific to this one singular ice floe?</P> <P>And fyi, the ONLY person I called a troll was "Saihung23" because he/she/it was in fact trolling me. He/she/it only posted here after getting his/her/its feelings hurt in a post in NGD forum, and came here to spread hate to me. So he/she/it is a troll. He/she/it felt the need to reitterate things from an NGD thread over this thread and at least one other. In case you missed it:</P> <P><BR> </P> <BLOCKQUOTE> <P></P> <HR> <P>Saihung23 wrote:<BR></P> <P>people people...if you are not an eq2 programmer please do not interject your opinions unless you agree with the idea that it should not be removed.</P> <P>Also, please do not feed the posters as you may lose a finger or two...they are not quite used to human contact as of yet.</P> <P></P> <HR> </BLOCKQUOTE> <P>[edited out links since posts in question have been deleted/edited/moved so much they make no sense]</P> <P>Suffice it to say that Saihung got his/her/its shorts all tied up about something, and posted a troll on this thread regarding it.</P><p>Message Edited by Leawyn on <span class=date_text>08-25-2006</span> <span class=time_text>02:16 PM</span>

Cragger
08-26-2006, 01:11 AM
<div align="left">I'm glad to see it go, Personally I've never used the stations there, nor have I known or seen anyone use them either. Ever since it appeared I've always felt it was extremely out of place with no supportive logic behind it. Now if the stations had been over at the pioneer camp they would have fit in. But really they don't. Everfrost the desolate wasteland Halas no more and you have an iceflow with tradeskill stations on it? Why.. who would put them there?.. And on such a poor location?. *Waves goodriddance to tradeskill iceberg*</div><div></div>

Kordran
08-26-2006, 01:18 AM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR>Yet another random cool thing about the game removed. <BR> <HR> </BLOCKQUOTE> <P>While I can agree with "random", exactly what was "cool" about a bunch of crafting stations in a circle on an iceflow that -- in year of playing the game -- I have never ever seen anyone use, on several different servers? Invariably you're going to have the odd person or two come here and say how they loved the crafting stations out there in the middle of nowhere, exposed to the elements with no access to fuels... but they are going to be in such the minority as to be statistically meaningless. Because a handful of people out of hundreds of thousands like something just because it's ... weird, in a useless sort of way ... doesn't mean that it should be kept in the game.</P> <P>My opinon is that it didn't add "color" to Everfrost, it added clutter. Pointless clutter that served absolutely no purpose, nor did it fit with the overall design or in-game lore of the zone in any shape, way or form that I can think of.<BR></P>

Leawyn
08-26-2006, 01:23 AM
<DIV>I gave lore reasons why it should be where it was. It was just a random anomoly. Why is that such a bad thing?</DIV>

Almeric_CoS
08-26-2006, 01:28 AM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BLOCKQUOTE><BR>You are correct. i spelled floes wrong (omg, correcting my spelling, you're so leet). And I could have phrased it different, but it amounts to the same thing. Is it an ice floe problem, or specific to this one singular ice floe?</BLOCKQUOTE> <HR> </BLOCKQUOTE> <P><BR>No, you didn't spell it wrong, you used the wrong word.  I'm a teacher by nature, and was simply educating, not trying to belittle.  Your response, however, goes far to show just how pointless it is to bother reading anything you have to say from this point on.</P> <P>Oh, but for future reference, phrasing is extremely important, especially in a venue where no one can judge you by your inflections or body language.  Grow up, and leave the nice devs alone if you can't communicate like an adult.</P>

AbsentmindedMage
08-26-2006, 01:59 AM
<BR> <BLOCKQUOTE> <HR> Almeric wrote:<BR> <BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BLOCKQUOTE><BR>You are correct. i spelled floes wrong (omg, correcting my spelling, you're so leet). And I could have phrased it different, but it amounts to the same thing. Is it an ice floe problem, or specific to this one singular ice floe?</BLOCKQUOTE> <HR> </BLOCKQUOTE> <P><BR>No, you didn't spell it wrong, you used the wrong word.  I'm a teacher by nature, and was simply educating, not trying to belittle.  Your response, however, goes far to show just how pointless it is to bother reading anything you have to say from this point on.</P> <P>Oh, but for future reference, phrasing is extremely important, especially in a venue where no one can judge you by your inflections or body language.  Grow up, and leave the nice devs alone if you can't communicate like an adult.</P><BR> <HR> </BLOCKQUOTE><BR>The purpose of language is to convey an idea.  We all knew she was talking about an ice floe.  She did spell it wrong.  Flow and floe are phonetically the same.  Sometimes when you spell something wrong, it ends up being a different word.  Therefore, the connotation of the words in the sentence is what matters.  The incorrect use of a w instead of an e is hardly anything to talk about since everyone in the thread knows the subject matter.  

Zilreed
08-26-2006, 02:13 AM
Noo, I don't want the tradeskill island to go.  :smileysad:

BlackBattie
08-26-2006, 02:28 AM
Crafting stations.  In the middle of the tundra.  On an iceburg. It's dumb.  Deep six it.<div></div>

Almeric_CoS
08-26-2006, 02:42 AM
<BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR> <BR> <P> The incorrect use of a w instead of an e is hardly anything to talk about since everyone in the thread knows the subject matter.  <BR></P> <P></P> <HR> </BLOCKQUOTE> <P><BR>I didn't talk about it.  I used the correct word, and in case anyone thought "floe" looked odd, I put up a link.  I very specifically DID NOT talk about it.</P> <P>Yet, now we're talking about it.  Amazing how a thread can get derailed when the original flamer doesn't have anything constructive to back up her/his argument.</P> <P>I'm done, personally.  Moorgard offered up a clear explanation and still got flamed by a total dip, but I've said my peace on the matter.  Feel free to continue harping on my link to an online dictionary for a while longer, though.</P> <P>If that's your preferred form of entertainment.</P> <P> </P>

Leawyn
08-26-2006, 02:46 AM
<DIV>I didn't flame Moorgard. I asked him if this bug was just on the tradeskill island or for all the ice <STRONG><EM>FLOES</EM></STRONG>.</DIV> <DIV> </DIV> <DIV>But of course you're right. sorry. i forgot. I'm a dip.</DIV>

Seffrid
08-26-2006, 02:49 AM
<P>I have no problem with removing this particular crafting station as it's a clear anomoly.</P> <P>However, please don't close down the few remaining crafting centres, they not only provide a functional environment but by virtue of being in a zone of their own they minimise lag in the cities. Where are you going to put the crafting stations in the future - Qeynos Harbour? That place had to be emptied, remember, because of the horrendous lag, we don't want that back again.</P> <P>Leave things be, and don't keep obsessively fixing things that aren't broken!</P>

Korpo
08-26-2006, 02:55 AM
<div><blockquote><hr>Moorgard wrote:<div></div><p>Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</p> <p><font color="#ff0000">That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world.</font> But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</p><hr></blockquote>I'll believe it when I see it. I'm not going to go through 26 live updates worth of notes and hundreds of pages of dev posts, but this stuff was already promised once, <i>at least a year ago</i>. I understand how timelines can slip, I understand that other things take priority, but in this game it seems like promising features that may or may not be implemented sometime far in the future is an accepted business practice. It shouldn't be.For example:LU20, which went in 02/21/06, over six months ago:<blockquote>- Discover thousands of new items, including profession hats and all-new armor sets.</blockquote>And now we are eagerly awaiting the addition of four more class hats, to say nothing of the class hats that have yet to be implemented. Of course the language of the notes doesn't specifically say that each class hat will look different, but when the feature was advertised the screenshots showed something like a ranger, a dirge, and a wizard standing around showing off unique hats. It did not show a monk standing next to a bruiser looking exactly the same, it did not show a warlock, wizard, and conjuror in the exact same hat, and it did not show a necromancer and a shadowknight showing off identical hats. I call that deceptive marketing at best.For more examples, ask anyone that's tried to do a tradeskill writ in the last few months, ask any carpenter that didn't get T6 rare recipes until long after T7 was out, etc.We all know that a dev post isn't holy gospel, but features advertised as a part of the game should be finished before they're sold. SoE doesn't allow me to promise to pay my $30 for an expansion in six months, why is it acceptable that we have to wait six months for the content we bought? A track record of advertising woefully incomplete features has me wondering about some of the features of EoF and whether they'll be complete. Will you really be able to level from 1-70 in EoF, or will the 55-70 areas not be in for four months? Will there really be armor sets, or will there be armor sets for three classes with screenshots of those three sets plastered everywhere, with the other 21 sets not available until six months later?</div>

Nuhus
08-26-2006, 03:07 AM
<P>Bring on merchant portable stands/ts tables in it's place.</P> <P> </P> <P>and a <insert tradskill here> tag when at merchant stand.</P> <P> </P> <P>Seeling from you're house was very boring, however being able to set up in a busy spot somewhere would be cool. And they could be limited to x amount in x block of an area so they wouldn't get crowded.</P>

g0thiC_iCe_cReaM
08-26-2006, 03:54 AM
<DIV>i want to be able to carry my elaborate workstations with me so i can craft while i camp stuff <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV>that would be the best :smileyvery-happy:</DIV>

Seiden
08-26-2006, 04:49 AM
I can care less about the thing, melt away<div></div>

Kordran
08-26-2006, 05:03 AM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <DIV>I gave lore reasons why it should be where it was. It was just a random anomoly. Why is that such a bad thing?</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Not a bad thing, but if it's useless, why keep it? I'd much rather see them sink that ridiculous "crafting floe" and add real crafting stations (with fuel merchants) to places like the various (non-city) docks, Maj'Dul ... heck, even make Splitpaw somewhat useful again and put in crafting stations with fuel merchants that sell at a discount if you have completed the access quests.</P> <P>Personally, I like their approach. Add new, improved stuff and <EM>remove</EM> the old, less useful or just plain ol' stupid stuff from the game. Don't just have content accumulate like layers of makeup on Tammy Faye's face.</P> <P> </P>

Canel
08-26-2006, 09:59 AM
<P>What I really don't see is the fact that the only people who would be normaly crafting on that area would be people who have had the levels and the experiance to actually spend 15 seconds turning on their hadden's earing ect. before they drowned. I understand taht there are some ppl who are in the T/S profession who havent ever advent. levels and thus wouldn't be able to use HE. But nonetheless--its only a quick matter of swimming up to fresh air (I mean-at 15 seconds at best-not like its a 25 second swim up [I know from expeirance--its barely a 10sec swim the ice burg isint that deep. :smileyindifferent: But I can see the reasoning for it. I just think it's a waste of time and effort where it could be placed elswhere.</P> <P>I am excited about bringing the T/S out of the dungeons though. I'm excited to craft in the open air. </P> <P> </P> <P>Now thta I think on it--I saw your EoF preview Moorguard-talking about adding imbuements (fire embers or something to  a sword for a fire proc?) I figured-[Removed for Content]--if you need to add elemental stuff to a weapon--why not just stop with the imbuement mateiral-why not go all the way to the elemental area.  I mean-I'm sure that SoE didn't stop at fire imbuements (if you guys did ~_~) but say your using those embers-why not have a T/S Facility set up in Lavastorm for it where the fire imbuements can only be cast htere. Why not do the ice imbuement I'm sure that's going to be in there to Everfrost (*cough* the T/S stations on the ice burg).</P> <P> </P> <P>-Just a thought.</P>

numbaseven
08-26-2006, 10:45 AM
Why are people so eager to see it go? its not like its hurting anything sitting there. Yes hardly anybody uses it but nothings going to replace the spot its in so why not leave it there?If they're adding new tradeskill stuff in new zones then yes this becomes obsolete but at least wait till you deliver what you're promising before you take out whats already there for variety. I really find this to be a disturbing trend. They take stuff out cause they're going to do something better <i>later</i>. Why can't the to be removed stuff stay in till the better stuff comes? It could be another year before anything surfaces so why can't it be kept around in the meantime?<div></div>

Darkblondechic
08-26-2006, 10:50 AM
<DIV>I'll miss the Crafting Isle of Death, it being the place of my most stupid death in pvp  (don't stop there  to make a drink if you're out)  gives a new meaning to kitchen accidents.   Every time I zone into Everfrost, I look over there and laugh.  It was a nice thought, but its not used, and perhaps placing new content there would make the zone richer in content  (I'll suggest a pirate ship...or a Viking long boat!  lol ).  Change is good.  Keep up the good work.</DIV><p>Message Edited by Darkblondechic on <span class=date_text>08-26-2006</span> <span class=time_text>12:18 AM</span>

Vadja
08-26-2006, 12:21 PM
<P>The isle was a very nice place to escape, back when DoF was new and crafted gear was in huge demand and time consuming to make. This thread reminded me I had a picture of the isle from back then, very nostalgic.</P> <P>One of the benefits of the isle, for a jeweler, was not having to run up and down four flights of stairs to make a couple of subs. This, imo, outweighed the issue of there being no fuel vendor. Now, of course, crafting is so quick it's not really worth heading out there.</P> <P>I really like the idea of adding outside crafting stations. Now there is no need to run between stations to make subs, there is no real reason to have the stations clustered in the same place. It would be nice, though, if they are in as picturesque a setting as the EF isle.</P> <P> </P> <P><IMG src="http://img219.imageshack.us/img219/1019/eq2000021bnv8.jpg"></P><p>Message Edited by Vadja on <span class=date_text>08-26-2006</span> <span class=time_text>09:24 AM</span>

Zabjade
08-26-2006, 05:16 PM
<font color="#66ff00"><font size="2"><font face="Comic Sans MS">I say if they break up the iceburg that the tradeskill tables come to rest on the bottom. Underwater tradeskilling while avoiding Dreadwake! </font></font></font><div></div>

Drift3r
08-26-2006, 06:48 PM
<div><blockquote><hr>Moorgard wrote:<div></div> <blockquote> <hr> littleman17 wrote: <div>So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.</div> <hr> </blockquote> <p>Actually, there is.</p> <p>Without going into too much technical detail, there are various ways we have to add geometry to the world. The island/crafting station was built in a temporary fashion that isn't ideal in a lot of ways. For example, if you logged out on that little island, when you logged in again you'd be at the bottom of the ocean floor and would likely drown. Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</p> <p>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world. But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</p><hr></blockquote>Are there going to be any zones for pure crafters to gather mats in a safer fashion ? I wouldn't mind a few zones in which I could harvest with my crafter toon but with  no chance at a rares in said zones. Or better yet a small area set aside within each zone with a larger cluster of harvesting nodes ala EL in which most mobs are non-KS would also be nice.</div>

Drift3r
08-26-2006, 06:53 PM
<div><blockquote><hr>Allowin wrote:i say please leave them. it always nice to be able to get a /tell from somebody wanting a crafted item right then and there and who offers any amount of money to get it made.before the EF island was put there, you had to buy a ticket to TS or nek, then trade the item, use your call, craft the item, buy another ticket to TS or nek and finish the transaction now your stuck in EF with no call and then you have to do the zone to zone to zone jumping to get home. now you can just both meet in EF, craft the item while they are standing there. and not have to use your call at all unless you want to go back home.and i dont know about you guys, but the idiots who decided to take away all the TS zones but 1 in each city needs to be tied to a post and whipped. on busy days you cant find a ts zone that has less than 50 people in it (friday-sunday).now to make it worse, on our server, we have been having some of the botter groups (and other assorted morons) who have chosen the TS instances to /duel each other. like its not bad enough to have to try and craft with a tiny TS zone filled with 2-3 people per machine, but add in morons who wanna stand infront of your ts machine and /duel.<div></div><hr></blockquote>You don't have to buy a ticket to Nek or TS just head over to DoF docks for free and do your transactions there.</div>

ke'la
08-27-2006, 11:38 AM
<BR> <BLOCKQUOTE> <HR> korpo53 wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <P>Since the original idea for why the island was there never got fully developed and the place sees little use anyway, it is being removed.</P> <P><FONT color=#ff0000>That said, we absolutely plan to move crafting from out of the "tradeskill dungeon" and into the world.</FONT> But we're planning this out so that it feels natural rather than random. You'll start seeing this over the next Game Update or two with crafting stations first in the cities and then in more remote locations.</P> <HR> </BLOCKQUOTE><BR>I'll believe it when I see it. I'm not going to go through 26 live updates worth of notes and hundreds of pages of dev posts, but this stuff was already promised once, <I>at least a year ago</I>. I understand how timelines can slip, I understand that other things take priority, but in this game it seems like promising features that may or may not be implemented sometime far in the future is an accepted business practice. It shouldn't be.<BR><BR>For example:<BR>LU20, which went in 02/21/06, over six months ago:<BR> <BLOCKQUOTE>- Discover thousands of new items, including profession hats and all-new armor sets.<BR></BLOCKQUOTE>And now we are eagerly awaiting the addition of four more class hats, to say nothing of the class hats that have yet to be implemented. Of course the language of the notes doesn't specifically say that each class hat will look different, but when the feature was advertised the screenshots showed something like a ranger, a dirge, and a wizard standing around showing off unique hats. It did not show a monk standing next to a bruiser looking exactly the same, it did not show a warlock, wizard, and conjuror in the exact same hat, and it did not show a necromancer and a shadowknight showing off identical hats. I call that deceptive marketing at best.<FONT color=#66ff00>Yeah, they did not show that classes will share graphics for awhile in the adds(but they did tell us they would on these forums). Ofcourse no company every uses Deseptive advertising other then SoE. I know every time I open a Bud Light a party starts at my house with a buch of Hot chicks, and the price at the dealership always matchs the one on TV(with the exsact same equipment), oh and those Infomersials Late at night they always are selling the Highest Quality Merchandice. Did they say there would be Prof. Hats for each class...Yes, Did they say they would have differant Models... No, they did say however that eventually they all will have differant models.<BR></FONT><BR>For more examples, ask anyone that's tried to do a tradeskill writ in the last few months, ask any carpenter that didn't get T6 rare recipes until long after T7 was out, etc. <FONT color=#66ff00>Everyone that was paying attention knew that the day the Tradeskill update went live the TS Writs would go away, heck they went so far as to tell us that they would auto-complete for us, so that we would not have to worry about uncompletable quests in our journals. As for how long it took the writs to come out, guess what they told us that to, something along the lines of it will take atleast a few updates to get them out(as a couple = 2, a few must = 3+), and while yes it sucks that the Carpenters had blank Adv60+ books the devs did eventually fix that issue, and as unlike other TS classes they HAD to have Unque are for there stuff, its understandable that it took awhile.<BR></FONT><BR>We all know that a dev post isn't holy gospel, but features advertised as a part of the game should be finished before they're sold. <FONT color=#ff0000><FONT color=#66ff00>Um, the promuses they made where in the game befor it was sold. BTW the only one you menchan is the Hats and they where in game just not in the way you ASSuMEd</FONT>.</FONT>SoE doesn't allow me to promise to pay my $30 for an expansion in six months, why is it acceptable that we have to wait six months for the content we bought?<FONT color=#66ff00>What content? you have (or could have) you hat maybe you don't like the way it looks but you do have it.</FONT> A track record of advertising woefully incomplete features has me wondering about some of the features of EoF and whether they'll be complete. <FONT color=#66ff00>Other then class hats not having a Unque Model for each class(wich was NOT advertized) what other feature that was advertized was not in game at launch?</FONT>Will you really be able to level from 1-70 in EoF, or will the 55-70 areas not be in for four months? <FONT color=#66ff00>accually the devs have stated here that there WILL BE parts of the 1-70 range that will have less content then others do to there being so much content in game already for those lvls(IMO that means bascly 40-55ish)</FONT>Will there really be armor sets, or will there be armor sets for three classes with screenshots of those three sets plastered everywhere, with the other 21 sets not available until six months later?<FONT color=#66ff00>They said that they would have complete armor sets the DID NOT say that there would be 24 Unique armor sets.<BR></FONT></DIV><BR> <HR> </BLOCKQUOTE>Changed my comments to <FONT color=#66ff00>Green<BR></FONT><p>Message Edited by ke'la on <span class=date_text>08-27-2006</span> <span class=time_text>12:39 AM</span>

Badd Boy
08-27-2006, 07:29 PM
Wanna make some new crafting friends? Give them a bank, mailbox, and broker near the station. The broker is fine where it is... but oh my how awesome would it be to have a bank and a mailbox?<p>Message Edited by Badd Boy on <span class=date_text>08-27-2006</span> <span class=time_text>11:29 AM</span>

Atmosphear1993
08-27-2006, 10:55 PM
<DIV>How much of a negative impact did the tradeskill isle have that forced the devs to take the time to remove it?  Whether you want to see it stay, or have an oddly strong desire to see it go, it still did not effect gameplay.</DIV> <DIV> </DIV> <DIV>So why aren't the devs fixing something more important than this?  Priorities I guess...</DIV>

Kordran
08-27-2006, 11:08 PM
<BR> <BLOCKQUOTE> <HR> Atmosphear1993 wrote:<BR> <DIV>How much of a negative impact did the tradeskill isle have that forced the devs to take the time to remove it?  Whether you want to see it stay, or have an oddly strong desire to see it go, it still did not effect gameplay.</DIV> <DIV> </DIV> <DIV>So why aren't the devs fixing something more important than this?  Priorities I guess...</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>We don't know. It could be that they're making some systemic changes to the underlying zone designs and the tradeskill floe was an "anomaly" in terms of how it was implemented. In other words, they may have more than a cosmetic reason for removing it if it simplifies some other kind of "behind the scenes" revamp that players would otherwise be unaware of.</P> <P>Developers make core code changes all the time that requires, or at least encourages, them to remove some of the "cruft" left over from previous versions that is no longer useful. I see this as basically the same sort of thing.</P> <P>It's virtually useless and not something utilized by 99.9% of the players, why make the effort to try and retrofit it into a change if it means it's more time efficient to remove it?</P>

FEFalc
08-27-2006, 11:37 PM
<div><blockquote><hr>Kordran wrote:<div></div> <blockquote> <hr> Atmosphear1993 wrote: <div>How much of a negative impact did the tradeskill isle have that forced the devs to take the time to remove it?  Whether you want to see it stay, or have an oddly strong desire to see it go, it still did not effect gameplay.</div> <div> </div> <div>So why aren't the devs fixing something more important than this?  Priorities I guess...</div> <hr> </blockquote> <p>We don't know. It could be that they're making some systemic changes to the underlying zone designs and the tradeskill floe was an "anomaly" in terms of how it was implemented. In other words, they may have more than a cosmetic reason for removing it if it simplifies some other kind of "behind the scenes" revamp that players would otherwise be unaware of.</p> <p>Developers make core code changes all the time that requires, or at least encourages, them to remove some of the "cruft" left over from previous versions that is no longer useful. I see this as basically the same sort of thing.</p> <p>It's virtually useless and not something utilized by 99.9% of the players, why make the effort to try and retrofit it into a change if it means it's more time efficient to remove it?</p><hr></blockquote>If that was the case, I wish they would tell us. As it stands I really see no good reason to get rid of it and I will miss it. <span>:smileysad:</span></div>

Zoltaroth
08-28-2006, 05:29 AM
<div><blockquote><hr>Leawyn wrote:<div></div><p>[...snip...]</p> <p>I understand the reasons he has given for removing the tradeskill stations. I asked if this problem affects all the other ice flows (thus they should also be removed to save the poor adventurer who should happen to camp out on one) or if it "just so happens" to be ONLY this one ice flow that is affected by said bug.</p><hr></blockquote>This is indeed the only island affected by this bug.</div>

vinterskugge
08-28-2006, 05:43 AM
<DIV>Is this the same bug as the one with the sewer grates in Qeynos?    If you camp out on one you'll log back in stuck in a drain and need an evac to get out.</DIV>

Leawyn
08-28-2006, 07:12 AM
<blockquote><hr>Zoltaroth wrote:<div><blockquote><hr>Leawyn wrote:<div></div><p>[...snip...]</p> <p>I understand the reasons he has given for removing the tradeskill stations. I asked if this problem affects all the other ice flows (thus they should also be removed to save the poor adventurer who should happen to camp out on one) or if it "just so happens" to be ONLY this one ice flow that is affected by said bug.</p><hr></blockquote>This is indeed the only island affected by this bug.</div><hr></blockquote>Can you move the stations then? I really did enjoy tradeskilling on the island, since I really pretty much hate tradeskilling and that made it slightly easier to bear hehe.<div></div>

Lera
08-28-2006, 08:44 AM
<div><blockquote><hr>Zoltaroth wrote:<div>This is indeed the only island affected by this bug.</div><hr></blockquote>Can the bug be fixed without removing the island?I do like the idea of underwater crafting stations, as though the ones on the island fell to the bottom of the sea when it melted. But I'd rather see the island stay.</div>

Faymar
08-28-2006, 12:37 PM
<div><blockquote><hr>Lera wrote:<div>Can the bug be fixed without removing the island?I do like the idea of underwater crafting stations, as though the ones on the island fell to the bottom of the sea when it melted. But I'd rather see the island stay.</div><hr></blockquote>*ponders the forge* Um?</div>

FelixDomesticus
08-28-2006, 06:01 PM
<div><blockquote><hr>Faymar wrote:<div><blockquote><hr>Lera wrote:<div>Can the bug be fixed without removing the island?I do like the idea of underwater crafting stations, as though the ones on the island fell to the bottom of the sea when it melted. But I'd rather see the island stay.</div><hr></blockquote>*ponders the forge* Um?</div><hr></blockquote>Why not? We have islands floating in the sky in this game, so I would not worry about realism too much. Just call it magic something and let it be. Besides with fishbone earring you have 12 hours of happy crafting time before you get symptoms of drowning, so it would work.</div>

Rast
08-28-2006, 06:58 PM
Who really cares anymore anyways?  Crafting is dying and is only an LU from being removed from any usefulness anyways.  Just kill it and be done with it already, lingering deaths do noone any good.

Za
08-28-2006, 08:17 PM
Logic is a good thing. Some people just lack it.<p>Message Edited by Zald on <span class=date_text>08-28-2006</span> <span class=time_text>09:19 AM</span>

LordBanxter
08-28-2006, 08:17 PM
<P>I'll sign this petition too, for the simple fact that when I was doing the betrayal with my dwarf, the TS area in Haven was bugged or missing or something, it was just a black hole, and the ice float in everfrost was the only place I could find to craft at that time.  The TS area in Haven has since been fixed, but should it bug out again or something, you're going to have a whole lot of betrayers that can't craft anywhere until they finish their betrayal.</P> <P>Not necessarily gamebreaking, but a big PITA in any case....</P>

Kordran
08-28-2006, 09:04 PM
<BR> <BLOCKQUOTE> <HR> Raston wrote:<BR> Who really cares anymore anyways?  Crafting is dying and is only an LU from being removed from any usefulness anyways.  Just kill it and be done with it already, lingering deaths do noone any good.<BR> <HR> </BLOCKQUOTE> <P><BR>Nonsense.</P> <P>Crafting is alive and well, thanks. And I'll bet that there's more crafters now being actively played than there were 3 month ago.</P>

Ktok
08-28-2006, 09:14 PM
<DIV>My 2cp...</DIV> <DIV> </DIV> <DIV>I have never used these stations. I don't personally know of anyone who does, and I've never seen anyone using them. When I first saw them, this is what went through my mind.</DIV> <DIV> </DIV> <DIV><FONT color=#33ccff>Huh... that's weird.</FONT></DIV> <DIV><FONT color=#33ccff><tries to use them></FONT></DIV> <DIV><FONT color=#33ccff>And they're actually working stations too... must be quest related.</FONT></DIV> <DIV> </DIV> <DIV>Then, a long while later after being sure they were not quest related.</DIV> <DIV> </DIV> <DIV><FONT color=#00ccff>Well that's stupid to just have these sitting out here.</FONT></DIV> <DIV> </DIV> <DIV>So, while I would *love* to know what the original idea for having them there was, without that idea ever coming to light, they are functionally pointless... and yeah, I do tradeskill. A lot. I'm getting close to having a 70th tradeskiller of every class. </DIV> <DIV> </DIV> <DIV>Ditch em... but put the wrecked stations at the bottom of the ocean so newbies can ask why they're there and we old timers can talk about "back in my day". <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></DIV>

Lera
08-28-2006, 09:54 PM
<BR> <BLOCKQUOTE> <HR> Ktok wrote:<BR> <DIV> </DIV> <DIV>Ditch em... but put the wrecked stations at the bottom of the ocean so newbies can ask why they're there and we old timers can talk about "back in my day". <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></DIV> <P></P> <HR> </BLOCKQUOTE> <P>"Why, back in my day, we had to run through a whole nest of owlbears just to get from Freeport to Qeynos! Uphill, in the snow! Both ways!"</P> <P>I miss the owlbears. I loved being able to fly over them on the griffon and taunt them that they can't eat me anymore. :smileyvery-happy:</P>

Gareorn
08-28-2006, 10:55 PM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR> <P>P.S. Saihung is a troll for following me here to this thread to harass me about my posts on another thread. So get your story straight before you try to label me. thanks.</P> <P>Message Edited by Leawyn on <SPAN class=date_text>08-25-2006</SPAN><SPAN class=time_text>01:06 PM</SPAN><BR></P> <HR> </BLOCKQUOTE>lol

Leawyn
08-28-2006, 10:59 PM
<BR> <BLOCKQUOTE> <HR> Gareorn wrote:<BR> <BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <BR> <P>P.S. Saihung is a troll for following me here to this thread to harass me about my posts on another thread. So get your story straight before you try to label me. thanks.</P> <P>Message Edited by Leawyn on <SPAN class=date_text>08-25-2006</SPAN><SPAN class=time_text>01:06 PM</SPAN><BR></P> <HR> </BLOCKQUOTE>lol<BR> <HR> </BLOCKQUOTE> <P><BR>Who are you?</P> <P>Oh wait, no one. go away.</P>

Lord Taranius
08-28-2006, 11:08 PM
<div><blockquote><hr>Leawyn wrote:<div></div> <div></div> <blockquote> <hr> Fizwick wrote: <div> <blockquote> <hr> Leawyn wrote: <div></div> <blockquote> <hr> </blockquote>Actually, I've camped out on the TS island many times, and never came back underwater. So I fail to see how camping once on the various islands would prove whether or not it was faulty. <hr> </blockquote>I'm sorry, are you an EQ2 programmer?</div> <hr> </blockquote> <p>I never claimed I was. In fact I even claimed that "testing" by camping out on the various different ice flows would neither prove nor disprove Moorgards statement that this ice flow is buggy, nor prove or disprove YOUR statement that it is the one and only ice flow that is buggy as such.</p> <p>P.S. Saihung is a troll for following me here to this thread to harass me about my posts on another thread. So get your story straight before you try to label me. thanks.</p><p>Message Edited by Leawyn on <span class="date_text">08-25-2006</span> <span class="time_text">01:06 PM</span></p><hr></blockquote>Actually, I think most people are "labeling" you because of your poor attitude. But that's just my opinion and not that of a programmer, so feel free to disregard it.I don't necessarily disagree with you on the fact that this is a neat thing being removed, but I can surely live with it if they're planning on expanding the crafting universe outside of the instances. Did you even read that part of it, or are you so wrapped up in this one thing that you completely missed that point? </div>

Lord Taranius
08-28-2006, 11:12 PM
<div><blockquote><hr>AbsentmindedMage wrote:<div></div> <p>It is a lame excuse used to justify that they simply want to remove them.</p><p>I have camped out many times in the tradeskill instance and signed back on to find myself trapped in a wall or post.  You do not see them removing those.</p><hr></blockquote>Um...why would they try to find an 'excuse' to remove something that people like? You don't really think they sit around a table all day and think, "Gee, how can we make things worse for our players today?" do you?I mean come-on! Think a little before you make irrational posts like this...they have a reason for it, and it's valid. They're replacing it with something cool anyway, so what's the BFD?</div>

Lord Taranius
08-28-2006, 11:15 PM
<div><blockquote><hr>Leawyn wrote:<div>I gave lore reasons why it should be where it was. It was just a random anomoly. Why is that such a bad thing?</div><hr></blockquote>Because it makes no sense in the lore (random anomalies could explain any number of features or bugs in the game that *you* think are out of place). And, because it kills people by bug.That's justification enough for me.</div>

Rast
08-28-2006, 11:20 PM
<BR> <BLOCKQUOTE> <HR> Kordran wrote:<BR> <BR> <BLOCKQUOTE> <HR> Raston wrote:<BR> Who really cares anymore anyways?  Crafting is dying and is only an LU from being removed from any usefulness anyways.  Just kill it and be done with it already, lingering deaths do noone any good.<BR> <HR> </BLOCKQUOTE> <P><BR>Nonsense.</P> <P>Crafting is alive and well, thanks. And I'll bet that there's more crafters now being actively played than there were 3 month ago.</P><BR> <HR> </BLOCKQUOTE>It's all but driven any desire from me to even want to craft.  So yes to me, it is dead as there is no point in it any longer.  Might as well finish it off and be done with it.<BR>

Leawyn
08-28-2006, 11:38 PM
<BR> <BLOCKQUOTE> <HR> Lord Taranius wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <DIV>I gave lore reasons why it should be where it was. It was just a random anomoly. Why is that such a bad thing?</DIV><BR> <HR> </BLOCKQUOTE><BR>Because it makes no sense in the lore (random anomalies could explain any number of features or bugs in the game that *you* think are out of place). And, because it kills people by bug.<BR><BR>That's justification enough for me.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Ok, the bug is justification of removing it, and I have since conceded the point that it is going. But still, incorporating lore reasons for those who MUST have LOGIC isn't a bad idea. Moving it to a different ice floe or dropping the stations to the ocean floor (IMHO if they do that, they should not work) are other options.</P> <P>Sometimes, though, its just funny to see a tradeskill station in an odd place. I don't see the harm in it and i don't see why people must decree there be logic to explain everything in a fantasy game.</P> <P>I offered what I believed to be logical LORE reasons why these stations would be there -- a band of barbarian warriors putting tradeskill stations there after the shattering, to keep them away from potentially deadly monsters on the mainland. Or a gnomish ship crashing into the ice floe, and needing to be unloaded in a hurry before the boat sank, but they were never able to go back -- but i guess some people are just hung up that its weird. and weird is bad.</P>

Lord Taranius
08-28-2006, 11:55 PM
<div><blockquote><hr>Leawyn wrote:<div></div> <blockquote> <hr> Lord Taranius wrote: <div> <blockquote> <hr> Leawyn wrote: <div>I gave lore reasons why it should be where it was. It was just a random anomoly. Why is that such a bad thing?</div> <hr> </blockquote>Because it makes no sense in the lore (random anomalies could explain any number of features or bugs in the game that *you* think are out of place). And, because it kills people by bug.That's justification enough for me.</div> <hr> </blockquote> <p>Ok, the bug is justification of removing it, and I have since conceded the point that it is going. But still, incorporating lore reasons for those who MUST have LOGIC isn't a bad idea. Moving it to a different ice floe or dropping the stations to the ocean floor (IMHO if they do that, they should not work) are other options.</p> <p>Sometimes, though, its just funny to see a tradeskill station in an odd place. I don't see the harm in it and i don't see why people must decree there be logic to explain everything in a fantasy game.</p> <p>I offered what I believed to be logical LORE reasons why these stations would be there -- a band of barbarian warriors putting tradeskill stations there after the shattering, to keep them away from potentially deadly monsters on the mainland. Or a gnomish ship crashing into the ice floe, and needing to be unloaded in a hurry before the boat sank, but they were never able to go back -- but i guess some people are just hung up that its weird. and weird is bad.</p><hr></blockquote>It's a clever idea that you have as far as the lore, but TBH it's not enough justification for it to be there. Having every single tradeskill station in one area in the middle of nowhere on the ice and NOWHERE else in the game just doesn't make sense. It's random and funny, but I don't think it fits with the world...I'll be happy to see if it's gone and replaced with something cooler, like what you suggest - something like a barbarian village with a set of tradeskill stations that settled there, perhaps with some quests that have to do with the ice patches.A random ice block with a bunch of tradeskill stations on it just isn't cool enough for me to want to see stick around, without other development around it. I'd rather see something that makes more sense in the lore and can add story-lines to the game than a random block of ice to tradeskill on, especially if it can kill you by logout.</div>

Kordran
08-29-2006, 12:05 AM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Raston wrote:<BR> <BR>It's all but driven any desire from me to even want to craft.  So yes to me, it is dead as there is no point in it any longer.  Might as well finish it off and be done with it.<BR><BR> <HR> </BLOCKQUOTE> <DIV>And you are the center of the known universe. What you no longer enjoy, the rest of us no longer enjoy. Thanks for clearing that up, I was confused on that point. :smileytongue:</DIV> <DIV> </DIV> <DIV>As for the crafting floe, I really just want to know what the heck SoE was <EM>thinking</EM> when they put that thing out there in the middle of nowhere. Originally being a zone that had an access quest, it's not like they thought it was going to get a bunch of foot traffic. And there's a tent there, like there <EM>should</EM> be a tradeskill merchant or two, but of course they're nowhere to be found. It just smacks of some half-baked idea that they had and never followed through on for whatever reason.</DIV> <DIV> </DIV>

Gareorn
08-29-2006, 12:28 AM
<BR> <BLOCKQUOTE> <HR> Raston wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kordran wrote:<BR> <BR> <BLOCKQUOTE> <HR> Raston wrote:<BR> Who really cares anymore anyways?  Crafting is dying and is only an LU from being removed from any usefulness anyways.  Just kill it and be done with it already, lingering deaths do noone any good.<BR> <HR> </BLOCKQUOTE> <P><BR>Nonsense.</P> <P>Crafting is alive and well, thanks. And I'll bet that there's more crafters now being actively played than there were 3 month ago.</P><BR> <HR> </BLOCKQUOTE>It's all but driven any desire from me to even want to craft.  So yes to me, it is dead as there is no point in it any longer.  Might as well finish it off and be done with it.<BR><BR> <HR> </BLOCKQUOTE> <P>Well, I'm one of the crafters still being played.  But I haven't stepped foot in a TS zone except to fill orders from guildies since I made level 70.  I don't take orders from non-guild members and I have my roleplaying tag up at all times to reduce the number of outside requests.  I don't like crafting mainly because the jewelry I make is pretty lame when compared to dropped items.  The latest change that got rid of the sub-components was a godsend IMO.  Less time in the TS zone equals more time adventuring and doing things that are fun.</P> <P>I got into crafting because when I started playing in November of 2004, I thought that the best items in the game could only be achieved through crafting.  During DoF, crafters were like gods.  The cobalt weapons/armor and the imbued rings were especially awesome.  We had a purppose back then.  Now it seems crafting is little more than a time sink.  I imagine there are folks out there who craft and sell their wares on the broker for a profit, but that side of the game never appealed to me. </P> <P>So, I guess my point is, that there may be more crafters being actively played now than there was three months ago.  But, how many of them are still crafting?  I play 5-6 days a week, so I'm an active player.  And I'm a crafter.  But I, like Raston, have no desire to craft.  I'm not complaining though.  I'm having a blast in the T7 raid zones and enjoying every minute I play, as long as I stay out of the TS zones.  Crafting could go away tomorrow and I'd never miss it.<BR></P>

Oakum
08-29-2006, 04:56 PM
<BR> <BLOCKQUOTE> <HR> Leawyn wrote:<BR> <DIV>Hrm... no raider hate... you ok Oakum?</DIV><BR> <HR> </BLOCKQUOTE> <P>You ask for it, lol. </P> <P><BR>Actually I dont hate raiders in general. Just that 95 percent of endgame content is built for raiding. Also that the vocal majority of raiders seem to think that the whole game should revolve around them. I do casual raid sometimes. I personnaly think that with maybe one or two possible exceptions, the EC on Befallen has some of the best players in the game. Not only do they take the hardest endgame content first, but more importantly they don't belittle the other raid guilds who are not as good as they are usually in the lvl chats, ect.  I</P> <P>Although am not in a raid guild, when I see things like that in forums and chat channels, it reminds me of kids figting over whch cartoon show is better. </P> <P>Another irritant is the raiders who get on the forums and slam any idea put out by people to improve soloing and or grouping like its a personal attack on raiding somehow. I don't know how many threads I see that started out put in new hard solo quest line or group instance and immediately get condescending replies like if you want hard endgame content for max lvl, then raid or quit the game. </P> <P>Back on topic though. I am looking forward to TS stations out in the open air. I might do more raids if I can kill time while waiting for them to be put together crafting. </P>

Kordran
08-29-2006, 10:04 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Oakum wrote:<BR> <BR> <P>Actually I dont hate raiders in general. Just that 95 percent of endgame content is built for raiding. Also that the vocal majority of raiders seem to think that the whole game should revolve around them.<BR></P> <HR> </BLOCKQUOTE> <DIV>On the other hand, this isn't a single-player game. The progression is pretty simple to understand: solo (low level) -> groups (mid level) -> raiding (high level). You start out learning the basic mechanics of your class. Then you progress to understanding how your class works in a group. And then finally you learn how your group works with other groups to take on the most difficult challenges in the game. If they didn't focus on raiding content at the end-game, then all players would do is either (a) roll up another toon, (b) quit, because there'd be nothing left to do except the same thing they've been doing for the past 40 levels.</DIV> <DIV><BR> </DIV>

Zehl_Ice-Fire
08-29-2006, 10:20 PM
<DIV>I spent 10 levels there!!! Pretty scenerey, quiet... I could get any friend good or evil to come bring me supplies hehe.</DIV> <DIV> </DIV> <DIV>I admit I dont use the island much these days but here are my reasons why I want it there:</DIV> <DIV> </DIV> <OL> <LI>Why not? What does it hurt to just leave it there????</LI> <LI>Great place to meet someone from the opposite city with a rare for a spell or crafting anything without having to zone 4 times each.</LI> <LI>Mail yourself stacks of fuels and raws from an alt (or a friend) and TS there for a week without leaving. </LI> <LI>Mail finished items back to alt, zone fast to Fallen Dynasty to list on broker & back, or have customers pick them up (post for sale in appropriate public channels)</LI> <LI>I dinged 50 there with all of Drow there to witness it before a raid back in the day! Go carpal tunnel!</LI> <LI>If you dont tell your friends and have them log out they will log back in underwater and drown (maybe). mwahahahaa</LI></OL><p>Message Edited by discord37 on <span class=date_text>08-29-2006</span> <span class=time_text>02:21 PM</span>

Kordran
08-29-2006, 10:40 PM
<BR> <BLOCKQUOTE> <HR> discord37 wrote:<BR> <DIV> </DIV> <DIV>If you dont tell your friends and have them log out they will log back in underwater and drown (maybe). mwahahahaa</DIV> <HR> </BLOCKQUOTE>Only a Tier'Dal would find that to be a "feature" of the crafting floe. :smileytongue:<BR>

Rast
08-29-2006, 10:53 PM
<DIV>In the end, what does it matter.  We aren't needed anymore.  Just put our shaped quality gear on the vendors and be done with it, this bloody bleeding us to death needs to stop.  And that suggestion would probably increase the quality of the game.  We are nothing but a left over remanent of an undesired part of this game.  It is time we as crafters recognize that and let them get on with the game they obviously WANT to make.</DIV> <DIV> </DIV> <DIV>Kill the crafting, the torture is killing me.</DIV><p>Message Edited by Raston on <span class=date_text>08-29-2006</span> <span class=time_text>12:25 PM</span>

Rastaah
09-02-2006, 04:54 AM
<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />Reading this makes me sad, in the short time Ive played (since Feb) I have seen TS'ing go downhill as well.I like some of it, some if it seems silly.This is on par with how they changed the baby starting quests...senseless and taking away not adding in.

Mirander_1
09-02-2006, 05:19 AM
<div></div>In the latest <a href="http://eq2.stratics.com/content/interviews/developers/devs_craft_pvp.php" target="_blank">EQ2 Stratics</a> interview, the devs mentioned something on a similar subject to this:<blockquote><hr>EQ2 Stratics:<p><font color="#6666ff"><em>Stratics:</em></font> <font color="#ffffff">We know that the removal of crafting societies was with good intentions, but now the crafting zones, especially in some areas like Castleview Hamlet and Nettleville Hovel are overly crowded and most crafting tables have five or six people in them. Are there any plans to alleviate this?</font></p><p><font color="#ff0000" size="3"><strong>Dymus:</strong></font><font size="2"> </font>Yes, we're planning on making more of the crafting devices available within the world at large, not just in the crafting instances.</p><p>This will be especially true throughout the cities (which include Kelethin), but also in other locations throughout the world. Places like Windstalker Village, the Crossroads, Maj'Dul, and others may start getting some devices within the area which can be used by characters for crafting.</p><p>Not everywhere will be as convenient as the tradeskill society locations with all the materials right at your fingertips, but it will give some room to branch out. In addition, some of the tinkering ideas we have been considering might allow you to create a tradeskill device nearly anywhere in the world for a short period of time for those emergency crafting needs.</p><hr></blockquote>Now I'll admit I'm not much of a crafter, but it seems like they're removing one thing and replacing it with something ten-times better<div></div>

Giral
09-02-2006, 10:46 AM
<DIV>i took a friend out to EF </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>we jump into water come up on the Tradeskill island</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> and they say  ' Oh Hey COOL ' </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>we were in EF so i thought it was pretty funny me self ! </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>but isn't that what the developer's want out of their player's ? For them to see something in the game that makes them say " Oh hey Cool " </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>but instead it wail be taken away because ?  Instead their will be a tradeskill instance in laggy Maj'dul or some place similar like Cross roads ?  that some player's might tradeskill at BUT it wont be convenient or as easy to use as other tradskilling places? Yeah ok ,           UM you have that it's in EF and almost no one uses it  , so your going to remove that one , and put other ones that no one is going to use ?? now IM even more confused  : ( </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>again why remove or change what isnt broken ? especialy when your planning on expanding tadeskilling into other places ?  it makes sense that thier is a crafting station out there , you SUPOSEDLY take a Boat out to EF , so the illusion is this is a Far away land , so where do they Cook food?make weopon's? Armor ?             o yeah they live of frozen fish and salt water , and they take a BELL to go to get weopns armor etc.......        poor EF  , i see it is next on the chopping block , look at nectulous : ( yeah there is usualy 3 people in the zone , 1 soloing and the other 2 harvesting , pretty soon EF will be the same way a Mostly solo zone Gag me ! </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Jerr
09-03-2006, 10:00 PM
<P>I love the scenery from the iceberg.  Sure beats the instances with someone's pet standing in the middle of your crafting table.</P> <P>For those who think it's illogical-where exactly is the new crafting system on the scale of logic?  We now throw a rock-a root-and some wood in a pot and out pops a spell.  Doesn't seem logical to me.  </P> <P>And why "fix" this when so many bugs still exist?  Don't see them fixing the cloud bug.  Oh sure-I can log off and back on and it will be good.  Pets not attacking on stairs-mobs disappearing through floors-combat mode staying on so that summoners have to resummon pets.  Surely they aren't just getting rid of this because of a bug-give me a break.</P> <P>If your gonna remove it-fine.  But don't blow smoke. Just tell us you don't want it there and be done with it.</P> <P>cheers,</P> <P>Jerril</P>

Groovyjive
09-04-2006, 01:55 AM
<P>No it doesn't belong, but if they hid it behind a hill or something, what would that hurt?</P> <P>Players like it, it brings togetherness. It get's them out into the fresh air instead of a dank, suffocating enclosure.</P> <P>I say keep it or just move it over behind a hill. </P> <P>What's more important, realism or the gamer's voice?</P>

Jackula
09-04-2006, 06:13 AM
<div></div><div></div>Prompted by the large number of posts on this thread I decided to craft on the ice floe last night to see what the big fuss was about.  Up until this point I never bothered as there is no fuel vendor there or a bank, and even while there is mailbox, item delivery via mail takes 30 minutes to arrive.  It's not a very convenient place to craft.That acknowledged, I <u>did</u> enjoy my crafting session on the ice floe.  It was nice to stare at some scenery other than the wall of a tradeskill instance.  I won't mourn the removal of the ice floe but am glad I checked it out before it is removed.  Crafting in the open air did help break up the montony of grinding out another level.  I swear the sharks could smell the food cooking on the stove too <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />.Having had this experience, if some open air craft stations are put into the world with better amenities I will use them.  If they lack those amenities, they'll be a novelty at best just like the Everfrost ice floe currently is, and largely ignored by the majority of crafters.If nothing else I hope that the new places that are added will be enough to appease those who will truly miss their ice floe crafting stations and introduce more crafters to the concept as well.<div></div><p><span class="date_text"></span><span class="time_text"></span></p><p>Message Edited by countjackula on <span class=date_text>09-03-2006</span> <span class=time_text>08:25 PM</span>

numbaseven
09-05-2006, 11:30 PM
<div><blockquote><hr>Mirander wrote:<div></div>In the latest <a href="http://eq2.stratics.com/content/interviews/developers/devs_craft_pvp.php" target="_blank">EQ2 Stratics</a> interview, the devs mentioned something on a similar subject to this:<blockquote><hr>EQ2 Stratics:<p><font color="#6666ff"><em>Stratics:</em></font> <font color="#ffffff">We know that the removal of crafting societies was with good intentions, but now the crafting zones, especially in some areas like Castleview Hamlet and Nettleville Hovel are overly crowded and most crafting tables have five or six people in them. Are there any plans to alleviate this?</font></p><p><font color="#ff0000" size="3"><strong>Dymus:</strong></font><font size="2"> </font>Yes, we're planning on making more of the crafting devices available within the world at large, not just in the crafting instances.</p><p>This will be especially true throughout the cities (which include Kelethin), but also in other locations throughout the world. Places like Windstalker Village, the Crossroads, Maj'Dul, and others may start getting some devices within the area which can be used by characters for crafting.</p><p>Not everywhere will be as convenient as the tradeskill society locations with all the materials right at your fingertips, but it will give some room to branch out. In addition, some of the tinkering ideas we have been considering might allow you to create a tradeskill device nearly anywhere in the world for a short period of time for those emergency crafting needs.</p><hr></blockquote>Now I'll admit I'm not much of a crafter, but it seems like they're removing one thing and replacing it with something ten-times better<div></div><hr></blockquote>Yeah they're removing something <i>now </i>and replacing it with something <i>later</i>. You see the problem with this cause I do. They say they're taking their time with the new stuff so its done right... It usually takes them several months when they say they'll have something changed or fixed soon, so what does take their time mean??? Look how long switching over how crafting took. <i><font size="-1">A bird in the hand is worth two in the bush. </font></i><font size="-1">We have a little variety now, why take it out for the promise of more?</font></div>

Giral
09-06-2006, 11:23 PM
<P>              Where do the people that live in everfrost Cook, make weopons and armors , and spells now ??  you   "Supposedly"  take a Very long boat ride (say a Month in RL) to go there .  these people live out in a barren snow and ice land , it makes prefect sense for them to have places to Cook,make weopons, armor , etc,,,,    but i guess since you just click a bell and appear in a far away land that the people living there having any means to craft for themselves makes no sense at all   :   P  (right the people living there just clicky a bell and Blam they are at burger king grabbin a tasty burger ) . </P> <P>              </P>

ironman2000
09-18-2006, 06:50 AM
<BR> <BLOCKQUOTE> <HR> Giralus wrote:<BR> <P>              Where do the people that live in everfrost Cook, make weopons and armors , and spells now ??  you   "Supposedly"  take a Very long boat ride (say a Month in RL) to go there .  these people live out in a barren snow and ice land , it makes prefect sense for them to have places to Cook,make weopons, armor , etc,,,,    but i guess since you just click a bell and appear in a far away land that the people living there having any means to craft for themselves makes no sense at all   :   P  (right the people living there just clicky a bell and Blam they are at burger king grabbin a tasty burger ) . </P> <P>              </P><BR> <HR> </BLOCKQUOTE><BR>Good GOD DUDE, they have their supplies shipped in from their respective cities now, don't ya know? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I mean I never seen none of them people running up and down that path there on the left side of the zone standin' over at the ice flow making burgers for his or her buddies LOL<p>Message Edited by ironman2000 on <span class=date_text>09-17-2006</span> <span class=time_text>07:51 PM</span>

Zabjade
09-18-2006, 10:49 AM
<font color="#66ff00"><font size="2"><font face="Comic Sans MS">The real problem was that there was no one selling fuels or exclusive and hard to find recipies perhaps for completing a questline(solo) </font></font></font><div></div>