View Full Version : They need to rethink TS changes they WON'T WORK
Maroger
09-24-2006, 05:56 AM
<DIV>Ok Started a new character just for this test as I have tons of tradeskillser.</DIV> <DIV> </DIV> <DIV>Well basically as a newbie -- the newbie quest is buggest and it is hard to find these trade delegate. Even after you find the trade delegates it is hard to find the crafting station you want if it is not sitting in front of you.</DIV> <DIV> </DIV> <DIV>Also I was in North Freeport and there is NO BANK there so I had to run to West Freeport to get the stuff from the bank. As a newbie I did not have LOTS OF BAGS to carry all this stuff. And then you have figure out where the crafting station you need it.</DIV> <DIV> </DIV> <DIV>I needed the chemistry table in Mage Guild - well guess what -- it is in the basement -- if you don't know the mage's guild well you will surely wonder where they are.</DIV> <DIV> </DIV> <DIV>Unless you are an experienced player with lots of bag this will be very hard for a newbiew to enjoy crafting -- I suspect this is your plan. There is just too much running around and zoning to make this enjoyable or fun. Isn't that the idea of a game to be fun -- will these changes sure kill the fun!!</DIV> <DIV> </DIV> <DIV>Also why are the Maj Dul carpets now up there with the crafting stations???</DIV><p>Message Edited by Maroger on <span class=date_text>09-23-2006</span> <span class=time_text>09:58 PM</span>
DeathEater024
09-24-2006, 09:12 PM
<P>Blahhhhh </P> <P>Makes me sick inside</P>
missionarymarr
09-25-2006, 01:20 PM
<BR> <BLOCKQUOTE> <HR> Maroger wrote:<BR> <DIV>Ok Started a new character just for this test as I have tons of tradeskillser.</DIV> <DIV> </DIV> <DIV>Well basically as a newbie -- the newbie quest is buggest and it is hard to find these trade delegate. Even after you find the trade delegates it is hard to find the crafting station you want if it is not sitting in front of you.</DIV> <DIV> </DIV> <DIV>Also I was in North Freeport and there is NO BANK there so I had to run to West Freeport to get the stuff from the bank. As a newbie I did not have LOTS OF BAGS to carry all this stuff. And then you have figure out where the crafting station you need it.</DIV> <DIV> </DIV> <DIV>I needed the chemistry table in Mage Guild - well guess what -- it is in the basement -- if you don't know the mage's guild well you will surely wonder where they are.</DIV> <DIV> </DIV> <DIV>Unless you are an experienced player with lots of bag this will be very hard for a newbiew to enjoy crafting -- I suspect this is your plan. There is just too much running around and zoning to make this enjoyable or fun. Isn't that the idea of a game to be fun -- will these changes sure kill the fun!!</DIV> <DIV> </DIV> <DIV>Also why are the Maj Dul carpets now up there with the crafting stations???</DIV> <P>Message Edited by Maroger on <SPAN class=date_text>09-23-2006</SPAN> <SPAN class=time_text>09:58 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>I never even considered that this would make things harder for newbies as well since they won't know the zones as well. Seems to me to be totally against some of the changes they have done in the last few months to make the game more accesible for new players. I mean the excuse for getting rid of thye village quests was to make less travelling and headaches for newer players. This will definately cause lots of headaches for new players. Which leads me to believe even more so that either this whole change has just been horribly thought out. IOr if we are really lucky they aren't removing the instances but just removed them from test to force players to test out the newer stations. Unfortunately I really feel it has to be the first change since it would seem logical that if they weren't being removed a DEV would have stopped by in one of threads long before now to calm the complaints down. I can't see them allowing all these complaints to continue if they were never planning to get rid of TS Instances.
Oakum
09-26-2006, 08:32 PM
<BR> <BLOCKQUOTE> <HR> missionarymarr wrote:<BR> <BR> <BLOCKQUOTE> <HR> Maroger wrote:<BR> </BLOCKQUOTE>I never even considered that this would make things harder for newbies as well since they won't know the zones as well. Seems to me to be totally against some of the changes they have done in the last few months to make the game more accesible for new players. I mean the excuse for getting rid of thye village quests was to make less travelling and headaches for newer players. This will definately cause lots of headaches for new players. Which leads me to believe even more so that either this whole change has just been horribly thought out. IOr if we are really lucky they aren't removing the instances but just removed them from test to force players to test out the newer stations. Unfortunately I really feel it has to be the first change since it would seem logical that if they weren't being removed a DEV would have stopped by in one of threads long before now to calm the complaints down. I can't see them allowing all these complaints to continue if they were never planning to get rid of TS Instances.<BR> <HR> </BLOCKQUOTE>A tradeskill tab on the waypoint window would take care of that. Open it up and pick the npc/device you want and off you go following the trail. <BR><p>Message Edited by Oakum on <span class=date_text>09-26-2006</span> <span class=time_text>11:36 AM</span>
Maroger
09-26-2006, 08:59 PM
<BR> <BLOCKQUOTE> <HR> Oakum wrote:<BR> <BR> <BLOCKQUOTE> <HR> missionarymarr wrote:<BR> <BR> <BLOCKQUOTE> <HR> Maroger wrote:<BR> </BLOCKQUOTE>I never even considered that this would make things harder for newbies as well since they won't know the zones as well. Seems to me to be totally against some of the changes they have done in the last few months to make the game more accesible for new players. I mean the excuse for getting rid of thye village quests was to make less travelling and headaches for newer players. This will definately cause lots of headaches for new players. Which leads me to believe even more so that either this whole change has just been horribly thought out. IOr if we are really lucky they aren't removing the instances but just removed them from test to force players to test out the newer stations. Unfortunately I really feel it has to be the first change since it would seem logical that if they weren't being removed a DEV would have stopped by in one of threads long before now to calm the complaints down. I can't see them allowing all these complaints to continue if they were never planning to get rid of TS Instances.<BR> <HR> </BLOCKQUOTE>A tradeskill tab on the waypoint window would take care of that. Open it up and pick the npc/device you want and off you go following the trail. <BR> <P>Message Edited by Oakum on <SPAN class=date_text>09-26-2006</SPAN> <SPAN class=time_text>11:36 AM</SPAN><BR> <HR> </BLOCKQUOTE>Oddly enough, the way Freeport is designed the Glowing Trail does not work too well. It works better in Qeynos. IN Freeport there are too many up and down levels so that the glowing path often leads you to a blank wall!! When I was a newbie I found the glowing path really frustrating in Freeport.<BR>
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