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Drift3r
08-26-2006, 08:50 PM
<div></div>1.) I like the idea of being able to get advanced books via completing TS quests put into the game. TS quests which grant access to advance books might require that you need to make 9 masterwork pristine items to get all your advanced books for that given tier. 2.) Another big thing I would like to see is the ability for people to be pure crafters and have areas or zones set aside for safe harvesting but which grant <b>no rares</b>. This way you can skill up a crafter but if you want rares you need to harvest in adventure zones.  Or you could have base mats sold from the TS vendor just like fuel. Of course once a item is made with vendor mats it will sell back for a even price that it took to make it. The creation cost would be higher then lets say items harvested from adventure zones and those mats from adventure zones would wield a lower cost of creation for said item as compared to vendor bought mats. Either solutions would be okay with me but I like the foremore suggestion better the second one because you'd still have to skill up harvesting skills. 3.) Having imbuing rares be able to be converted to other rares of your choosing. This function could be done by a NPC who requires a certain amount of imbuing rares in exchange to get a non-imbuing rare. Or it could be done via a crafting recipe that is only found in last advance book for your tier level of your profession...ie 9, 19, 29, etc and can only convert your imbuing rares for that given tier level for your chosen profession. For both NPC and the advance book ideas here is a example of how it would work in terms of the numbers and types imbuing rares needed..... 10 - 20 glimmering stones = 1 metal cluster, or 1 loam, or 1 gem type of either kind. 10 - 20 glimmering teeth = 1 wood rare 10 - 20 glimmering flowers = 1 root rare 10 - 20 glimmering scales = 1 food rare ( Only If provisioneer rares are added into the game ) 4.) A fleshing out of common and advance books so that certain classes like woodworkers, etc... have more items to craft for their tier level. The xp can be adjusted so that they don't level faster because they have more items but the idea is that people wont have to craft the same 2 items over and over again and instead have the ability to make different items to grind on so as to remove the monotonous nature of  the current situation when it comes to grinding. 5.) Rares and rare recipes for provisioneers that increase the amount of end product made by x2, extend time duration and/or stat buff of food items by x3. The food rares can be the treasured peppers ( that were once found in the game on the Trial of Isles ) rare, a new treasured spice rare and a new treasured fish rare. Peppers and spices rares can come from bush nodes and fish rares from of course fishing nodes . Adding a fish rare would also have a side of affect of making more people who are provisioneers actually want to skill up their fishing ability. Fish rares would be for seafood recipes, peppers rares would be used for non-seafood meat recipes and spice rares for drinks and fruit/vegetable related recipes. Here is an example of how masterwork provisioneer recipes would work.....  A food rare can be used to make a masterwork food item that instead of lasting 5 hours lasts 15 hours and gives you 4 of said item if pristine is reached. If you are making a masterwork food item with stat buffs the amount of the end product is increase to 4 for pristine and duration of said item is increased from 1-2 hour to 3-5 hours and the stat buffs increase from let's say 10 to 30 as compared to the regular non-master work recipe. 6.) Trade skill HQ quests that award guild progression points and status along with crafting based item rewards so that you could technically have a guild made up of only crafters. That imho would be a great sight to see. 7.) Save the scholar class ! Reverse the drop trend so that App IV spells fall off mobs. Allow it so sages, alchemists, and jewelers can craft Adept 1 spells from pristine results instead and App 2-4  from non-pristine. The adept 3 spells crafted from rares should stay the same though. This minor tweak would be a savior to all scholar classes. So far I like the current updates to the crafting side of this game and I hope that there are more updates added that make crafting professions into a viable path to venture into in this game besides adventuring.<p><span class="time_text"></span></p><p>Message Edited by Drift3r on <span class=date_text>08-26-2006</span> <span class=time_text>12:05 PM</span>

FreaklyCreak
08-26-2006, 11:05 PM
<BR> <BLOCKQUOTE> <HR> Drift3r wrote:<BR> <BR>Well having read the Tradeskill forums I would like to share some ideas I've come up with that would hope could make it into future updates to the game. These suggestions are based upon the idea that crafting in the game should be more reboust and somewhat distanced from adventure in some degrees but not completely. Please feel free to read up and comment on my ideas or add new ones if you like. So here we go......<BR><BR><BR>1.) I like the idea of being able to get advanced books via completing TS quests put into the game. TS quests which grant access to advance books might require that you need to make 9 masterwork pristine items to get all your advanced books for that given tier.<BR><STRONG>Yes, I partly agree. Finding a advanced book via Broker or Drop can be frustrating even with the TS book droped matching that of the level mob you killed. Having a quest were you must harvest, forage, and craft for a <Master of XX> would be a good/fun/exp giving way to get those hard to get TS books.</STRONG><BR>2.) Another big thing I would like to see is the ability for people to be pure crafters and have areas or zones set aside for safe harvesting but which grant <B>no rares</B>. This way you can skill up a crafter but if you want rares you need to harvest in adventure zones.  <BR><BR>Or you could have base mats sold from the TS vendor just like fuel. Of course once a item is made with vendor mats it will sell back for a even price that it took to make it. The creation cost would be higher then lets say items harvested from adventure zones and those mats from adventure zones would wield a lower cost of creation for said item as compared to vendor bought mats. <BR><BR>Either solutions would be okay with me but I like the foremore suggestion better the second one because you'd still have to skill up harvesting skills. <BR><STRONG>Reduandancies just cause more coding that isn't needed. If you have a low level adventurer character then simply find safe spots in zones to harvest. Fishing would be the easiest for this to happen.</STRONG><BR>3.) Having imbuing rares be able to be converted to other rares of your choosing. <BR><BR>This function could be done by a NPC who requires a certain amount of imbuing rares in exchange to get a non-imbuing rare. <BR><BR>Or it could be done via a crafting recipe that is only found in last advance book for your tier level of your profession...ie 9, 19, 29, etc and can only convert your imbuing rares for that given tier level for your chosen profession. <BR><BR>For both NPC and the advance book ideas here is a example of how it would work in terms of the numbers and types imbuing rares needed.....<BR><BR>10 - 20 glimmering stones = 1 metal cluster, or 1 loam, or 1 gem type of either kind.<BR><BR>10 - 20 glimmering teeth = 1 wood rare<BR><BR>10 - 20 glimmering flowers = 1 root rare<BR><BR>10 - 20 glimmering scales = 1 food rare ( Only If provisioneer rares are added into the game )<BR><STRONG>No. Just, IMO, thats not gonna ever happen.<BR></STRONG>4.) A fleshing out of common and advance books so that certain classes like woodworkers, etc... have more items to craft for their tier level. The xp can be adjusted so that they don't level faster because they have more items but the idea is that people wont have to craft the same 2 items over and over again and instead have the ability to make different items to grind on so as to remove the monotonous nature of  the current situation when it comes to grinding.<BR><STRONG>God yes, some levels just feel totally boring with so few new recipes given and take forever. The process it self doesn't bother me nor excite me, its the items and the thank yous i get from making what I make.</STRONG><BR>5.) Rares and rare recipes for provisioneers that increase the amount of end product made by x2, extend time duration and/or stat buff of food items by x3. The food rares can be the treasured peppers ( that were once found in the game on the Trial of Isles ) rare, a new treasured spice rare and a new treasured fish rare. <BR><BR>Peppers and spices rares can come from bush nodes and fish rares from of course fishing nodes . Adding a fish rare would also have a side of affect of making more people who are provisioneers actually want to skill up their fishing ability. Fish rares would be for seafood recipes, peppers rares would be used for non-seafood meat recipes and spice rares for drinks and fruit/vegetable related recipes.<BR><BR>Here is an example of how masterwork provisioneer recipes would work.....<BR><BR> A food rare can be used to make a masterwork food item that instead of lasting 5 hours lasts 15 hours and gives you 4 of said item if pristine is reached.<BR><BR>If you are making a masterwork food item with stat buffs the amount of the end product is increase to 4 for pristine and duration of said item is increased from 1-2 hour to 3-5 hours and the stat buffs increase from let's say 10 to 30 as compared to the regular non-master work recipe.<BR><STRONG>I don't think they should get such a HUGE boost in duration..maybe instead of 15 more like 8 hours. And have them have 50% more regen on them. and 60-70% more stats.</STRONG><BR>6.) Trade skill HQ quests that award guild progression points and status along with crafting based item rewards so that you could technically have a guild made up of only crafters. That imho would be a great sight to see.<BR><STRONG>I Don't personally know of any items from EQ1 that gave crafting bonuses, but I have only read about EQ1 but not played it. Try out the quests from Fallen Dynasty, and some HQs do have crafting in them...although most are low level made to accomodate people. KoS is for 60+ crafting for the HQs.</STRONG><BR>These are all the ones I can come up with right now. So far I like the current updates to the crafting side of this game and I hope that their are more updates added that make crafting professions into a viable path to venture into in EQ2 besides adventuring.<BR><BR> <P><BR><SPAN class=time_text></SPAN></P> <P><BR><SPAN class=time_text></SPAN></P> <P>Message Edited by Drift3r on <SPAN class=date_text>08-26-2006</SPAN> <SPAN class=time_text>10:07 AM</SPAN><BR> <HR> </BLOCKQUOTE><BR>

Drift3r
08-26-2006, 11:37 PM
<div></div><div></div><div><blockquote><hr>FreaklyCreak wrote:<div></div> <blockquote> <hr> Drift3r wrote: <div></div> <div></div>Well having read the Tradeskill forums I would like to share some ideas I've come up with that would hope could make it into future updates to the game. These suggestions are based upon the idea that crafting in the game should be more reboust and somewhat distanced from adventure in some degrees but not completely. Please feel free to read up and comment on my ideas or add new ones if you like. So here we go......1.) I like the idea of being able to get advanced books via completing TS quests put into the game. TS quests which grant access to advance books might require that you need to make 9 masterwork pristine items to get all your advanced books for that given tier.<strong><font color="#ffff00">Yes, I partly agree. Finding a advanced book via Broker or Drop can be frustrating even with the TS book droped matching that of the level mob you killed. Having a quest were you must harvest, forage, and craft for a <Master of XX> would be a good/fun/exp giving way to get those hard to get TS books.</font><font color="#33cc00">Glad we agree here.</font></strong>2.) Another big thing I would like to see is the ability for people to be pure crafters and have areas or zones set aside for safe harvesting but which grant <b>no rares</b>. This way you can skill up a crafter but if you want rares you need to harvest in adventure zones.  Or you could have base mats sold from the TS vendor just like fuel. Of course once a item is made with vendor mats it will sell back for a even price that it took to make it. The creation cost would be higher then lets say items harvested from adventure zones and those mats from adventure zones would wield a lower cost of creation for said item as compared to vendor bought mats. Either solutions would be okay with me but I like the foremore suggestion better the second one because you'd still have to skill up harvesting skills. <strong><font color="#ffff00">Reduandancies just cause more coding that isn't needed. If you have a low level adventurer character then simply find safe spots in zones to harvest. Fishing would be the easiest for this to happen.</font><b></b><font color="#33cc00">I am not asking for both ideas to be put in but for them to choose from the two I've provided. I agree that having two systems is reduant but then again I never said that they should implement both.. Second, past tier 4 there aren't many "safe spots" to harvest from if you are a low level player but a strict crafter. I would like to see new players be able to choose their gaming path and be crafters and not worry about adventuring if they so desire to and thus open up a new avenue in which players can turn and spend a large amount of time doing besides adventuring. EQ2 has the biggest and best crafting community outside of Eve-Online. I'd like to see this trend continue and be expanded so that a true and pure crafting community can flourish.</font></strong>3.) Having imbuing rares be able to be converted to other rares of your choosing. This function could be done by a NPC who requires a certain amount of imbuing rares in exchange to get a non-imbuing rare. Or it could be done via a crafting recipe that is only found in last advance book for your tier level of your profession...ie 9, 19, 29, etc and can only convert your imbuing rares for that given tier level for your chosen profession. For both NPC and the advance book ideas here is a example of how it would work in terms of the numbers and types imbuing rares needed.....10 - 20 glimmering stones = 1 metal cluster, or 1 loam, or 1 gem type of either kind.10 - 20 glimmering teeth = 1 wood rare10 - 20 glimmering flowers = 1 root rare10 - 20 glimmering scales = 1 food rare ( Only If provisioneer rares are added into the game )<strong><font color="#ffff00">No. Just, IMO, thats not gonna ever happen.</font></strong><font color="#33cc00">Why not ? You still have to harvest a large amount of one type of rare to get it converted to another type of rare. This addition would also bring in more crafting businees to crafters via commision work from adventures who've spent time gathering imbuing rares and have/want them converted and items made from the new rares. It would also make imbuing rares into a sought after item by both adventures and crafters.</font> 4.) A fleshing out of common and advance books so that certain classes like woodworkers, etc... have more items to craft for their tier level. The xp can be adjusted so that they don't level faster because they have more items but the idea is that people wont have to craft the same 2 items over and over again and instead have the ability to make different items to grind on so as to remove the monotonous nature of  the current situation when it comes to grinding.<strong><font color="#ffff00">God yes, some levels just feel totally boring with so few new recipes given and take forever. The process it self doesn't bother me nor excite me, its the items and the thank yous i get from making what I make.</font><font color="#33cc00">Glad that we both agree here.</font></strong>5.) Rares and rare recipes for provisioneers that increase the amount of end product made by x2, extend time duration and/or stat buff of food items by x3. The food rares can be the treasured peppers ( that were once found in the game on the Trial of Isles ) rare, a new treasured spice rare and a new treasured fish rare. Peppers and spices rares can come from bush nodes and fish rares from of course fishing nodes . Adding a fish rare would also have a side of affect of making more people who are provisioneers actually want to skill up their fishing ability. Fish rares would be for seafood recipes, peppers rares would be used for non-seafood meat recipes and spice rares for drinks and fruit/vegetable related recipes.Here is an example of how masterwork provisioneer recipes would work..... A food rare can be used to make a masterwork food item that instead of lasting 5 hours lasts 15 hours and gives you 4 of said item if pristine is reached.If you are making a masterwork food item with stat buffs the amount of the end product is increase to 4 for pristine and duration of said item is increased from 1-2 hour to 3-5 hours and the stat buffs increase from let's say 10 to 30 as compared to the regular non-master work recipe.<strong><font color="#ffff00">I don't think they should get such a HUGE boost in duration..maybe instead of 15 more like 8 hours. And have them have 50% more regen on them. and 60-70% more stats.</font><font color="#33cc00"></font><font color="#33cc00">If that is a huge boost in duration then I think 10 hours with a 25% boost in regen instead is more about right. Anything less then 10 would not be worth the extra gold/plat you'd be paying for a stack of 20.</font></strong>6.) Trade skill HQ quests that award guild progression points and status along with crafting based item rewards so that you could technically have a guild made up of only crafters. That imho would be a great sight to see.<strong><font color="#ffff00">I Don't personally know of any items from EQ1 that gave crafting bonuses, but I have only read about EQ1 but not played it. Try out the quests from Fallen Dynasty, and some HQs do have crafting in them...although most are low level made to accomodate people. KoS is for 60+ crafting for the HQs.</font></strong><font color="#33cc00"></font><font color="#33cc00">Well first of all EQ2 is not EQ1 and was never meant to be or designed to play like EQ1 so I don't see how you can compare the two. Second the style of TS HQ quests I am asking for would be designed to allow you to progress your guild's level like adventure HQ's that award status and guild points in a similar manner so crafters can contribute just as much as adventurers when helping to level a guild.</font>These are all the ones I can come up with right now. So far I like the current updates to the crafting side of this game and I hope that their are more updates added that make crafting professions into a viable path to venture into in EQ2 besides adventuring. <p><span class="time_text"></span></p> <div></div> <hr> </blockquote><hr></blockquote></div><p><span class="time_text"></span></p><p>Message Edited by Drift3r on <span class=date_text>08-26-2006</span> <span class=time_text>12:46 PM</span>

selch
08-26-2006, 11:51 PM
HQ is for EQ1 items <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />What you meant would be "signature" quest.

Drift3r
08-26-2006, 11:59 PM
<div><blockquote><hr>selch wrote:HQ is for EQ1 items <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />What you meant would be "signature" quest.<hr></blockquote>Correct. Sorry I made the mistake in this regard.</div>

thorvang
08-27-2006, 03:10 AM
the first thing they should do is getting rid of recipes. clear those crafting books.after this is done give crafters generic base recipes. like 'breastplate' for an armorsmith. what tier it gets is dependent on the raw used. if it's an iron cluster he'll get some common tier2 iron breastplate, if it's an cobalt cluster he'll get a mastercrafted t6 cobalt breastplate.so, now every class has like 20 recipes. what he also get's is the "imbuing" or "enhancement" ability. after creating some item he can further use it in crafting to enhance it. using another iron cluster to enhance mitigation. or adding some dragon scales for fire resistance. things like this.sideeffect: crafters of all levels are theoretically able to craft every single item in the game. someone who knows the crafting system inside out may be able to craft some cobalt armor with a mere level 25. nice! "skill" matters.

Calthine
08-27-2006, 08:43 PM
<BR> <BLOCKQUOTE> <HR> thorvang wrote:<BR>the first thing they should do is getting rid of recipes. clear those crafting books.<BR> <HR> </BLOCKQUOTE><BR>How about suggestions that work *with* the current system instead of requiring everything to be revamped again?

thorvang
08-27-2006, 10:27 PM
there has been a crafting revamp? now that i must have missed. they reduced the recipes, that's all that happened to crafting. my suggestion is to take this step even further.

Calthine
08-28-2006, 10:04 PM
<DIV>/boggle</DIV> <DIV> </DIV> <DIV> </DIV>

Lydiae
08-29-2006, 02:32 AM
<BR> <BLOCKQUOTE> <HR> Drift3r wrote:<BR> <BR>4.) A fleshing out of common and advance books so that certain classes like woodworkers, etc... have more items to craft for their tier level. The xp can be adjusted so that they don't level faster because they have more items but the idea is that people wont have to craft the same 2 items over and over again and instead have the ability to make different items to grind on so as to remove the monotonous nature of  the current situation when it comes to grinding. <P><BR><SPAN class=time_text></SPAN></P> <P>  <HR> </BLOCKQUOTE> <P><BR>While I'm all for more recipes for non-spellmaking classes, I don't see this reducing the grind element in higher tiers of crafting once you've made a pristine in every new recipe.  The only difference between items is the icon and the end result.  Personally I pick one item that either sells well or is cheap to make (e.g. ammo) and grind it to the next level.</P>

Barx
08-29-2006, 05:47 AM
<div>My comments in <i><b>BOLD ITALICS CAPS</b></i><blockquote><hr>Drift3r wrote:<div></div>1.) I like the idea of being able to get advanced books via completing TS quests put into the game. TS quests which grant access to advance books might require that you need to make 9 masterwork pristine items to get all your advanced books for that given tier.<i><b>INTERESTING. WHILE I DISAGREE WITH THE DETAIL OF YOUR IDEA, I LIKE THE PREMISE. PERHAPS SOMETHING LIKE ADDING SPECIAL RARE RECIPES TO THE GAME WHOSE RECIPES HAVE TO BE QUESTED.</b></i> 2.) Another big thing I would like to see is the ability for people to be pure crafters and have areas or zones set aside for safe harvesting but which grant <b>no rares</b>. This way you can skill up a crafter but if you want rares you need to harvest in adventure zones.  <i><b>IMHO, NOT SO MUCH SAFE AREAS BUT SIMPLY A BETTER WAY OF GETTING WHAT YOU NEED. A RAW-HARVEST (1:1) EXCHANGE SYSTEM POPS TO MIND... I PUT IN WHAT I HAVE AND DON'T NEED AND SPECIFY WHAT I NEED, SOMEONE COMES ALONG AND PUTS IN SOMETHING I NEED AND TAKES OUT SOME OF THE ITEMS I PUT IN, AND I GET WHAT THEY PUT IN.</b></i> Or you could have base mats sold from the TS vendor just like fuel. Of course once a item is made with vendor mats it will sell back for a even price that it took to make it. The creation cost would be higher then lets say items harvested from adventure zones and those mats from adventure zones would wield a lower cost of creation for said item as compared to vendor bought mats. <i><b>THEN THERE WOULD BE ALMOST NO REASON TO HARVEST. I SIMPLY DONT SEE IT HAPPENING. THEY HAD THIS LOONG AGO BACK AROUND LAUNCH IN A WAY AND GOT RID OF IT.</b></i> Either solutions would be okay with me but I like the foremore suggestion better the second one because you'd still have to skill up harvesting skills. 3.) Having imbuing rares be able to be converted to other rares of your choosing. <i><b>I SIMPLY DISAGREE HERE. A RARE OF ONE KIND SHOULD NOT BE CONVERTED TO A RARE OF ANOTHER KIND. IMBUES OR NOT.</b></i> This function could be done by a NPC who requires a certain amount of imbuing rares in exchange to get a non-imbuing rare. Or it could be done via a crafting recipe that is only found in last advance book for your tier level of your profession...ie 9, 19, 29, etc and can only convert your imbuing rares for that given tier level for your chosen profession. For both NPC and the advance book ideas here is a example of how it would work in terms of the numbers and types imbuing rares needed..... 10 - 20 glimmering stones = 1 metal cluster, or 1 loam, or 1 gem type of either kind. 10 - 20 glimmering teeth = 1 wood rare 10 - 20 glimmering flowers = 1 root rare 10 - 20 glimmering scales = 1 food rare ( Only If provisioneer rares are added into the game ) 4.) A fleshing out of common and advance books so that certain classes like woodworkers, etc... have more items to craft for their tier level. The xp can be adjusted so that they don't level faster because they have more items but the idea is that people wont have to craft the same 2 items over and over again and instead have the ability to make different items to grind on so as to remove the monotonous nature of  the current situation when it comes to grinding. <i><b>AGREE WHOLEHEARTEDLY. AS A CARPENTER I GENERALLY HAVE TO CRAFT 2 (3 ON A GOOD DAY) THINGS OVER AND OVER AGAIN PER LEVEL IN ORDER TO DING. SOME OTHER CLASSES GET SO MANY MORE THINGS PER LEVEL ITS OBSCENE. SIMPLY MAKE IT SO THAT THE FIRST_PRISTINE_XP_BONUS EVEN THINGS OUT OVER THE CLASSES: CLASSES W/ MORE RECIPES/LEVEL GET LESS OF A BONUS OR SOMETHING.</b></i> 5.) Rares and rare recipes for provisioneers that increase the amount of end product made by x2, extend time duration and/or stat buff of food items by x3. The food rares can be the treasured peppers ( that were once found in the game on the Trial of Isles ) rare, a new treasured spice rare and a new treasured fish rare. <b><i>AGREED THAT THEY SHOULD ADD SOME KIND OF PROVIE RARE. ONLY MAKE IT NOT SO HUGE A BONUS LIKE YOUR TALKING ABOUT -- JUST A LITTLE SOMETHING EXTRA (BUT MAKE THE RARE RECIPE GIVE OUT SAY 10 INSTEAD OF 2).</i></b> Peppers and spices rares can come from bush nodes and fish rares from of course fishing nodes . Adding a fish rare would also have a side of affect of making more people who are provisioneers actually want to skill up their fishing ability. Fish rares would be for seafood recipes, peppers rares would be used for non-seafood meat recipes and spice rares for drinks and fruit/vegetable related recipes. Here is an example of how masterwork provisioneer recipes would work.....  A food rare can be used to make a masterwork food item that instead of lasting 5 hours lasts 15 hours and gives you 4 of said item if pristine is reached. If you are making a masterwork food item with stat buffs the amount of the end product is increase to 4 for pristine and duration of said item is increased from 1-2 hour to 3-5 hours and the stat buffs increase from let's say 10 to 30 as compared to the regular non-master work recipe. 6.) Trade skill HQ quests that award guild progression points and status along with crafting based item rewards so that you could technically have a guild made up of only crafters. That imho would be a great sight to see. <b><i>I'VE AWLAYS WANTED MORE TRADESKILL QUESTS. AS A REPLY TO SOMEONE ELSES COMMENT TO THIS... IN EQL THEY HAD SPECIAL GRANDMASTER ITEMS THAT COULD ONLY BE MADE AT GREAT COST WHEN YOUR SKILL WAS PRETTY MUCH MAXED (250). THESE GAVE A BONUS TO THE SKILL AND SUMMONED A BAG. THEY ALSO HAD CRAFTED THINGS THAT GAVE +5 TO THE SKILL TAHT WERE EQUIPABLE.</i></b> 7.) Save the scholar class ! Reverse the drop trend so that App IV spells fall off mobs. Allow it so sages, alchemists, and jewelers can craft Adept 1 spells from pristine results instead and App 2-4  from non-pristine. The adept 3 spells crafted from rares should stay the same though. This minor tweak would be a savior to all scholar classes. <i><b>I AGREE IN A WAY. BUT I DONT REALLY SEE THAT HAPPENING... ADP1S ARENT SO COMMON THAT THERES NO DEMAND FOR APP4S.</b></i>So far I like the current updates to the crafting side of this game and I hope that there are more updates added that make crafting professions into a viable path to venture into in this game besides adventuring.<p><span class="time_text"></span></p><p>Message Edited by Drift3r on <span class="date_text">08-26-2006</span> <span class="time_text">12:05 PM</span></p><hr></blockquote>Now, one thing I WOULD like to see is recycling. Make it so that I can turn an attuned item I already bought into a special version of the rare (say a xegonite sword gets turned into "A dull xegonite ingot." And lets say that that special version of the rare can only be used for certain things in certain recipes... Perhaps have it makeable into little trinkets that don't really do much, but do have some value... say a "Dull Xegonite Medallion of <something>" that when used (from inventory, not equipped, or at worse charm slot) it gives some small bonus once a day (kinda like the Spear of Sentries house item) based on its name-- perhaps clicking the "Dull Xegonite Medallion of Clear Thought" gives you a +20 bonus to in-combat power regen for 1 hour, but once you cast it, it takes 24 hours (RW hours) to recharge -- in other words you can use it once a day.</div>

Aandien
08-29-2006, 09:29 PM
<BR> <BLOCKQUOTE> <HR> thorvang wrote:<BR>the first thing they should do is getting rid of recipes. clear those crafting books.<BR><BR>after this is done give crafters generic base recipes. like 'breastplate' for an armorsmith. what tier it gets is dependent on the raw used. if it's an iron cluster he'll get some common tier2 iron breastplate, if it's an cobalt cluster he'll get a mastercrafted t6 cobalt breastplate.<BR><BR>so, now every class has like 20 recipes. what he also get's is the "imbuing" or "enhancement" ability. after creating some item he can further use it in crafting to enhance it. using another iron cluster to enhance mitigation. or adding some dragon scales for fire resistance. things like this.<BR><BR>sideeffect: crafters of all levels are theoretically able to craft every single item in the game. someone who knows the crafting system inside out may be able to craft some cobalt armor with a mere level 25. nice! "skill" matters.<BR> <HR> </BLOCKQUOTE> <P><BR>This is an excellent suggestion.  To add to that, the stats of the item produced should be randomized within some min/max criteria based on how many and what type of counters happened and whether or not they were successfully mitigated, in addition to the # of critical succes/critical failure rounds that existed.</P> <P>Thus, there really *could* be some very nice crafted armor -- but you wouldn't be able to flood the world with them.</P> <P>The hard part would be finding the good ones on the broker vs the bad ones.</P>

Antipalad
08-30-2006, 01:36 AM
How about balancing amount of exp given per combine to fit for all classes? That way the classes with loads of recipes per level/tier (scholars) can't blast ahead of those with few (outfitters).

KerowynnKaotic
08-30-2006, 06:38 AM
<DIV> <HR> </DIV> <P>Drift3r wrote:<BR>1.) I like the idea of being able to get advanced books via completing TS quests put into the game. TS quests which grant access to advance books might require that you need to make 9 masterwork pristine items to get all your advanced books for that given tier.<BR></P> <HR> <P></P> <P align=left><FONT color=#66ff99>I would love to see the option of Tradeskill Quests or Tradeskill Factions that would reward the Advanced Versions ... </FONT></P> <P align=left><FONT color=#66ff99>I would also like to see the Adventurer's Trait / Heritage system ( the <FONT size=6>+</FONT> )  modified to reward Tradeskill Advances.  </FONT></P> <P align=left><FONT color=#66ff99>Only for Tradeskillers, I would like the system to pop up and give us the option of choosing (1) Advanced [ tradeskill ] Book at the Start of Each Tier.   </FONT></P> <P align=left><FONT color=#66ff99>Starting from lvl 20.   So, at lvl 20; you would have a choice of Adv [ ts ] book 20 / 21 / 22 / 23 / 24 / 25 / 26 / 27 / 28 / 29.   This would at least guarentee you (1) Adv. book to work from that you don't have to beg, borrow or steal for.   </FONT></P> <P align=left><FONT color=#66ff99>Most TS'rs know to keep an eye out for their up-coming books ... I have most (if not all) my lvl 50 + Alchemy Books even though I am still grinding my way through 48.   </FONT></P> <P> </P> <P></P> <HR> <P></P> <P>Drift3r wrote:</P> <P>Another big thing I would like to see is the ability for people to be pure crafters and have areas or zones set aside for safe harvesting but which grant <B>no rares</B>. This way you can skill up a crafter but if you want rares you need to harvest in adventure zones</P> <P></P> <HR> <P></P> <P><FONT color=#33ccff>I would either like to see a few more "safer" spots in each tier or the ability to "skill up" on <STRONG>any </STRONG>node.   </FONT></P> <P><FONT color=#33ccff>It doesn't make that much sense that I can get my Adventure Skills (spell casting, melee, defense, offense & etc) off of Grey Mobs but that I have to purposely throw myself at higher level nodes to get harvesting skills!   </FONT></P> <P><FONT color=#33ccff>Anyone who has tried to or did the Crafter's Quest in The Fallen Dynasty with a under 30 Adv / over 50 Ts'r probably would understand this annoyance!   </FONT></P> <P></P> <HR> <P></P> <P>Drift3r wrote:</P> <P>3.) Having imbuing rares be able to be converted to other rares of your choosing.<BR><BR></P> <HR> <P></P> <P><FONT color=#9966ff>Uh .. I hope they never do this.   To do this would lessen what little value the "rare" has currently.   The Devs have already made jokes about "digging in the ground" for a rare ..   </FONT></P> <P><FONT color=#9966ff>If we had an easy way to convert the un-commons (which by the way aren't very un-common, anymore) the devs that view crafters as "bugs" will take that as an excuse to nerf the heck out of the Rare Items, Again!    </FONT></P> <P><FONT color=#9966ff>Remember!  The amount of Devs that Adventure verses the amount of Devs that Craft (who actually enjoy it!) is something probably in the ratio of  10:2.    Not good odds.   </FONT></P> <P><FONT color=#9966ff>I'm not saying that all devs hate Ts'g .. I'm just saying the majority of them don't understand it and no amount of data provided to them will ever make them understand.    You either Love TS'g .. or ... you Don't.</FONT>  </P> <P></P> <HR> <P></P> <P>Drift3r wrote:</P> <P>6.) Trade skill HQ quests that award guild progression points and status along with crafting based item rewards so that you could technically have a guild made up of only crafters. That imho would be a great sight to see.</P> <P></P> <P></P> <HR> <P><BR><FONT color=#ff66ff>/agree.   But, there weren't that many items in EQ1 that were for [ crafting ] only.   Even the quests that were purely crafting based rewarded items that were adventure based.   </FONT></P> <P><FONT color=#ff66ff>So, as someone above pointed out; it would be more in the lines of "Signature" Quests; which 'currently' don't reward guild status.    </FONT></P> <P><FONT color=#ff66ff>Though, I don't see why 'Crafting Signature' Quests couldn't be created with a mixture of both.   Since, they would be Rare and wouldn't be items that Adventurers would use. </FONT></P> <P><FONT color=#ff66ff>Reward an item that would be beneficial to the Crafter (<EM>extra large <STRONG>BOX</STRONG>, a specific piece of distinct [ tradeskil ] house item, special colored [ tradeskill ] tunic/robe/apron / etc </EM>) as well as a decent chunk of Personal / Guild Status.</FONT></P> <P></P> <P> </P> <P></P> <HR> <P></P> <P>Drift3r wrote:</P> <P>7.) Save the scholar class ! Reverse the drop trend so that App IV spells fall off mobs. Allow it so sages, alchemists, and jewelers can craft Adept 1 spells from pristine results instead and App 2-4  from non-pristine. The adept 3 spells crafted from rares should stay the same though. This minor tweak would be a savior to all scholar classes.<BR></P> <HR> <P></P> <P><FONT color=#3399ff>Truthfully, I have always *boggled* at the reasoning of why I (alchemist) can make a App2 / App2 / App3 / App4 ...</FONT></P> <P><FONT color=#3399ff>Since, I can't make the App1 .. I have always thought it should be App2 / App3 / App4 / Adp1.   I suppose they could change the adp3's to be adp1 / adp1 / adp3 / adp3 but then rares would be even more expensive due to fails  *shrug*   </FONT></P> <P><FONT color=#3399ff>This would make the Sage profession somewhat more profitable.   Though, I can sell a few app4's here and there on my Sage; I would starve if I wasn't providing for her with my Adventurer!   </FONT></P> <P><FONT color=#3399ff>Everyone, wants Adp1s .. and they save up for Adp3's .. and pray for M1's to drop!   </FONT></P> <P><FONT color=#3399ff>The only reason why anyone would get the app4's is because it is better than their app1 & there is nothing else for sale and no Sages/Alchemists/Jewelers are LFW ... </FONT></P> <P> </P> <P> </P> <P><FONT color=#ffcccc> <FONT color=#ffcc00>p</FONT>r<FONT color=#ff66cc>et</FONT>ty <FONT color=#9966ff>co</FONT>lo<FONT color=#33cc66>rs</FONT> .. </FONT><FONT color=#0099cc>yes</FONT><FONT color=#ff33ff>?</FONT>  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </P>

TaleraRis
08-30-2006, 08:15 AM
I dunno. HQs for the tradeskill trophies would be nice. And TS quests for the Geerloks and things like the blacksmithing hammer, etc. <div></div>