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View Full Version : new tradeskill location SCREENSHOTS!!!! are here.


Allowin
09-25-2006, 10:53 PM
<div></div>for those of you who cant make it today to test the new ts locations i thought i would post this.and for those who are planning on making it, maybe this will help you locate the machines i could find. to keep you from running around for almost a hour like i did.(sorry freeport peeps, i hate that city and dont know my way around)let start in north qeynosjewelry shop in north qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/jewelryshopNQ2.jpg"><img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/jewelryshopNQ.jpg">sneeds shop in north qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/sneedsNQ.jpg"><img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/sneedsNQ2.jpg">furniture shop in north qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/furnitureshopNQ.jpg">clothspinners in north qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/clothspinnersNQ.jpg">bakery shop in north qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/bakeryshopNQ.jpg">armor shop in north qeynos <img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/armorshopNQ.jpg">ok, now we move to south qeynos.tin soldier in south qeynos (down stairs)<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/tinsoldierSQ.jpg">tin soldier in south qeynos (upstairs)<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/upstairstinsoldierSQ.jpg">merchant shop in south qeynos (across from the horse stable)<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/merchantshopSQ.jpg">mage tower south qeynos<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/magetowerSQ.jpg">ok, now to qeynos harbor.alchy shop (across from guild register building, close to south qeynos gate) in qeynos harbor.<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/alchyshopQH.jpg">fish ale house (inn where 2 room apts are) in qeynos harbor.<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/fishalehouseQH.jpg">armor/mender shop in qeynos harbor (next to the arena)<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/armor-mendorQH.jpg">now as i said. i spent a hour on test today running around looking for these places. i might have missed a few...who knows. ive been playing this game from day 0 and i have made 7 lvl 70 crafters since then. i have made 4 lvl 70 adventures and know this game like the back of my hand. (except freeport. i betrayed to inquis 4 weeks ago and hate that city more than before)take what you want from these pictures and feel free to add shots of anything ive missed.and for those of you who dont think the old ts instances will be removed...this is castleview....<img src="http://img.photobucket.com/albums/v298/ereagan2180/ts%20change/castleview.jpg"><div></div><p>Message Edited by Allowin on <span class=date_text>09-25-2006</span> <span class=time_text>11:58 AM</span>

DeathEater024
09-25-2006, 11:23 PM
<P>Blahh what about us poor evil toons </P> <P>:smileymad:GRRRRRRRRRRRRRRRRRRR</P>

littleman17
09-25-2006, 11:27 PM
<DIV>Oh yay, they have moved the stations from cramped generally low lag zones with a good layout to cramped high lag areas with a crappy layout!</DIV> <DIV> </DIV> <DIV>Who in their right mind would put crafting stations right next to the broker in an already high lag zone (sorry, not everyone has the money to throw around to get high performance pcs.), aka, Sneed's shop in nq?</DIV> <DIV> </DIV> <DIV>For the love of Tunare, put the instances back... I'd rather craft in a dungeon where everything (writs, broker, fuel merhcant) is at hand (in the same zone and no more than 10 seconds away) than in a shop in a laggy zone that is about to get even laggier as people flock to em to craft.</DIV> <DIV> </DIV> <DIV>This is a stupid idea, and just about every single person on the forums have told the devs that simple fact. If they don't leave the instances in, all this LU will show is that the devs do not listen to their players. (which is a bad thing)</DIV>

StevusX
09-25-2006, 11:53 PM
<P>Holy Mackeral !</P> <P>People were not joking when they said some of the stations were cramped :smileymad:</P> <P>soe cant really be serious about those placements - or has someone there been on the funny mushrooms by mistake :smileysurprised:</P>

Krontak
09-26-2006, 12:06 AM
<DIV>Hold on a minute.  Are they going to remove crafting societies all together and force us into the cities to craft?  Maybe this is thier attempt to bring life back into the cities and create a whole PoK feeling which wouldn't be a bad idea.  Or better yet, just create a PoK and scrap this idea, k?  Someone mentioned something about too laggy.  Who cares.  It's not like we're going to be fighting x4 contested in a PoK area although the lag would almost be funny with 300+ people in one zone trying to take down a contested.  But seriously though, PoK = good for the game.  It would create a sense of community this game is severly lacking.  Forcing people out of societies and craft in town = crap.  My recall point is currently Willowood and its convenient as hell to craft there.  My room is also there and I refuse to move outta my ghetto apartment. </DIV>

AlkonTheWarrior
09-26-2006, 12:22 AM
<DIV>that screenie of Castleview made me sad </DIV> <DIV> </DIV> <DIV>:smileysad:</DIV>

Gungo
09-26-2006, 12:27 AM
<P>I like the changes.</P>

Allowin
09-26-2006, 12:31 AM
<div><blockquote><hr>Gungo wrote:<div></div> <p>I like the changes.</p><hr></blockquote>/wipenoseofcourse you do. ive never seen you be against anything they have ever put out in a LU.you wouldnt be needing a job by chance would you?</div>

Saihung23
09-26-2006, 12:57 AM
<P>well...now thats not very nice.  I dont believe anyone has to qualify their opinions to any other poster.</P> <P>(and no...I dont like these changes as shown so far...changes like this need to be better thought out)</P> <P> </P>

LadyShylah
09-26-2006, 01:06 AM
I don't see how those locations are actually 'making more room' to craft. They have the stations in even smaller spaces than the original areas. My question is, what about the new rush order writs? For crafters like me, a carpenter, I have to use a forge AND the wood working bench. There is no way I can run across town to get those writs done. <div></div>

Midomiko
09-26-2006, 01:11 AM
<BR> <BLOCKQUOTE> <HR> Krontak wrote:<BR> <DIV> Someone mentioned something about too laggy.  Who cares. <BR> <HR> </DIV></BLOCKQUOTE><BR>Lag doesn't just affect people killing stuff - you do know they have <EM>timed</EM> tradeskill writs now, the primary method of earning guild status as a crafter, right?

Eveningsong
09-26-2006, 01:47 AM
I have a T4/5 (I do writs in both still) carpenter and I've had very few problems finishing rush writs (mostly just issues when I ran out of something and didn't have time to get more). There is a woodworking station by the forges at the blacksmith in NQ, with a loom just across the road. There is also a ww station in back of Sneed's, which has a loom and work bench, although no forge. In SQ, there is a nice setup with loom/ww in the Bag'n'Barrel and a loom/ww/work bench in Maie's Exchange (broker building). The forges unfortunately are down the road in the Tin Soldier, but I've been able to do at least 10 or so rush writs successfully even when I had to run down the street to get to the forge. I've also done a lot of /feedback requesting that they add another couple of forges closer to the ww stations. The big issue is going to be how things like lag, other crafters and pets you have to run around, etc. affect things. Even with the new setup I still finish with 1-2 minutes left on the writ clock, but thats in a prime setting. I'm interested to see how the playtest tonight works out.

Marcula
09-26-2006, 01:58 AM
Well I guess it is goodby to Nettleville my favorite town and hello to the Fish Ale in Qeynos harbour. There is something to be said about living on the docks in a harbor town so I will still be a happy camper......will miss the 5 silver house but c'est la vie.

Eveningsong
09-26-2006, 02:32 AM
You might want to wait before deciding to move -- from what I've seen, QH does not have all the machines and they are rather further spread out than in NQ, although things will undoubtedly be tweaked somewhat before it all goes live. Not to mention that the houses in the Fish Ale only get 2 instead of 3 broker slots <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.

EQII_Faeal
09-26-2006, 02:43 AM
<P>Personally I dont like the changes at all, its just another example of ideas not being fully thought out.</P> <P>However, if they would let us get crafting writs through a house item (perhaps the mailbox) then I'll be happy since I can just craft at home and not have to be forced into zones known for lag (very, very few people dont lag in QH).</P> <P>Seriously, what was wrong with crafting instances? Easy to find for new players, all stations close for mulit-station crafters, everything a crafter needed.</P> <P>I think this is just a way for SoE to open up some server space for the new zones coming in, I'd atleast be happier if they'd actually admit to it.</P>

Amitee
09-26-2006, 02:46 AM
I like the idea of my "suburb" becoming more livable.  However, as a carpenter I do have a few concerns about how spreadout the machines are.   So far I've had to use 3 machines on one writ.  Under normal circumstances I'm left with around 1 to 1 1/2 mins after a tri-machine writ.  I'll jump onto test and see how this is working out.  <span>:smileysurprised:</span><div></div>

Lera
09-26-2006, 02:56 AM
Well, if you don't want lag, there's always the island in Everfrost. Oh, wait... <span>:smileysad:</span>I like the idea of the new stations in outdoor places (the forge at the blacksmith's shop is nice), although they do seem inconvenient if there's no broker, wholesaler, or writ-giver nearby. And goodbye to a timed writ if you don't have enough on you - I've managed to get through one or two even with a fuel run, but that's impossible now. And I agree about the lag issue. Plus, there's no good reason to remove the tradeskill instances. I wish the devs would realise most people like new stuff, but they don't want removal of the old. <div></div>

EQII_Faeal
09-26-2006, 03:06 AM
<DIV><BR> <BLOCKQUOTE> <HR> Lera wrote:<BR>Well, if you don't want lag, there's always the island in Everfrost. Oh, wait... <SPAN>:smileysad:</SPAN><BR><BR>I like the idea of the new stations in outdoor places (the forge at the blacksmith's shop is nice), although they do seem inconvenient if there's no broker, wholesaler, or writ-giver nearby. And goodbye to a timed writ if you don't have enough on you - I've managed to get through one or two even with a fuel run, but that's impossible now. And I agree about the lag issue. Plus, there's no good reason to remove the tradeskill instances. I wish the devs would realise most people like new stuff, but they <STRONG>don't want removal of the old.</STRONG> <BR><BR><BR> <BR> <HR> </BLOCKQUOTE><BR>But then the LU isnt needed, afterall if they didnt get rid of anything they wouldnt gain server space for EoF.</DIV>

StevusX
09-26-2006, 03:09 AM
<P>To all those people who might be thinking this is all a good idea by Soe.....</P> <P>Hope you are aware that there WERE 24 TS instances - then there were 6 - now there are these TS tables in 3 city zones......</P> <P>So you will have ALL the crafters (well those left) from 24 instances being forced into 3 city zones - one of which ALREADY lags badly........</P> <P>Lag - ha - wait til this goes live.... and all the griefers start as they run through.....and all the horses.... and all the pets......and npcs......and adventurers passing thru...</P> <P> </P> <P>OH JOY  :smileymad:</P>

EQII_Faeal
09-26-2006, 03:13 AM
Yep, and wasnt the removal of the others right before KoS? Perhaps theres a reason for that........

Lera
09-26-2006, 04:22 AM
<div><blockquote><hr>EQII_Faealan wrote:<div>But then the LU isnt needed, afterall if they didnt get rid of anything they wouldnt gain server space for EoF.</div><hr></blockquote>This is Sony, one of the largest companies in the world. They can afford more server space.</div>

EQII_Faeal
09-26-2006, 05:29 AM
<BR> <BLOCKQUOTE> <HR> Lera wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> EQII_Faealan wrote:<BR> <DIV><BR>But then the LU isnt needed, afterall if they didnt get rid of anything they wouldnt gain server space for EoF.</DIV><BR> <HR> </BLOCKQUOTE><BR>This is Sony, one of the largest companies in the world. They can afford more server space.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>True, but its still a company and therefore tries to make the most profit.</P> <P>All I'm saying is this, right before KoS all the specific crafting instances were removed; now right before EoF they're removing the rest of them. I dont know, it seems like quite the pattern....</P>

kyrr
09-26-2006, 06:32 AM
<DIV><BR> <BLOCKQUOTE> <HR> EQII_Faealan wrote:<BR> <BR> <BLOCKQUOTE> <HR> Lera wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> EQII_Faealan wrote:<BR> <DIV><BR>But then the LU isnt needed, afterall if they didnt get rid of anything they wouldnt gain server space for EoF.</DIV><BR> <HR> </BLOCKQUOTE><BR>This is Sony, one of the largest companies in the world. They can afford more server space.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>True, but its still a company and therefore tries to make the most profit.</P> <P>All I'm saying is this, right before KoS all the specific crafting instances were removed; now right before EoF they're removing the rest of them. I dont know, it seems like quite the pattern....</P><BR> <HR> </BLOCKQUOTE><FONT face=Verdana color=#cc9900 size=3>I have to disagree. I started after KoS was released. At that time you had 4 TS instances per "suburb" plus the Ironforge Exchange. It wasn't until a couple of <EM>months</EM> after I began to play that they removed the instances that required you to be of that skill (scholar, craftsman, outfitter). I believe it right around the time of LU24 perhaps a little sooner. They were there because I was a provi and had to run back to the generic instance to get some of my supplies (I was soooo happy when they put them in the craftsman's instance).</FONT><BR></DIV>

Mirander_1
09-26-2006, 06:35 AM
<div></div>I can see where SOE is going with this, trying to get the crafters outdoors and all.  It is true that this could cause lag issues for many people though (especially in the harbor zones.) I wonder, how would you crafters feel about the idea of adding non-instanced tradeskilling to the racial districts as well?  This would spread people out a bit more and thus reduce lag; and those zones have less lag in general compared to the central city zones. This way the people with less powerfull systems would be able to craft in those zones with no lag problems, and those with more powerful systems would not have any serious lag in the central zones.  It would also prevent overcrowding.What do you guys think?<div></div>

Lera
09-26-2006, 06:45 AM
<div><blockquote><hr>Mirander wrote:<div></div>I wonder, how would you crafters feel about the idea of adding non-instanced tradeskilling to the racial districts as well?  This would spread people out a bit more and thus reduce lag; and those zones have less lag in general compared to the central city zones. <hr></blockquote>Adding is fine, but keep the instances for those who still want to craft indoors or really need to avoid lag.</div>

Blakeavon
09-26-2006, 06:57 AM
okay looking at those pictures ... they put a table next to the brokers in both NQ and SQ?? WHAT THE HELL are they thinking! those area of zones are already bad enough. I mean i think the idea they had with the locations works in theory but shame they made there game so heavy in system requirements a large % of the players base cant support the volume in city... i would repeat everyone elses ideas and opinions but the truth be told... the devs dont give a hoot anymore, they wont see the public outcry and whats worse they wont start from scratch. i think if we could be very lucky if they at least give us back the local crafting instances as a option but with every other major change is to go by the last thing SOE will do change their mind and give players a say in the world they inhabit.<div></div>

Rijacki
09-26-2006, 08:43 AM
<blockquote><hr>Blakeavon wrote:okay looking at those pictures ... they put a table next to the brokers in both NQ and SQ?? WHAT THE HELL are they thinking! those area of zones are already bad enough. I mean i think the idea they had with the locations works in theory but shame they made there game so heavy in system requirements a large % of the players base cant support the volume in city... i would repeat everyone elses ideas and opinions but the truth be told... the devs dont give a hoot anymore, they wont see the public outcry and whats worse they wont start from scratch. i think if we could be very lucky if they at least give us back the local crafting instances as a option but with every other major change is to go by the last thing SOE will do change their mind and give players a say in the world they inhabit.<div></div><hr></blockquote>Not jsut one table, multiple tables of different types even. Freeport's layout is -heaps- better, even if not all of the crafting stations or services are present even in the 2 most complete zones (East and North Freeport).<div></div>

Ebarel
09-26-2006, 02:24 PM
<P>i really dont like it</P> <P> </P> <P>and i wait for (ok, not so many anyway) new players fresh from the IoR who are running around the whole qeynos area and try to find their crafting stations. Nicely hidden.</P>

Allowin
09-26-2006, 08:52 PM
<div><blockquote><hr>Ebarel wrote:<div></div> <p>i really dont like it</p> <p>and i wait for (ok, not so many anyway) new players fresh from the IoR who are running around the whole qeynos area and try to find their crafting stations. Nicely hidden.</p><hr></blockquote>i asked the dev if they could make some sort of built in macro with this LU that would explain to all the noobs who come off the isle where to go and what to do. i know people will get tired of answering. a button built into our UI's that we can press 1 time and it tells them what to do. it wont be a week or 2 and nobody will answer the noobs. thats not fair to all the new people starting out in this game. they shouldnt have to suffer because were sick and tired of answering the same question 10000 times a day. they shouldnt have to suffer because of soe's ignorance.</div>

Liol
09-26-2006, 10:06 PM
<div><blockquote><hr>Allowin wrote:<div><blockquote><hr>Ebarel wrote:<div></div> <p>i really dont like it</p> <p>and i wait for (ok, not so many anyway) new players fresh from the IoR who are running around the whole qeynos area and try to find their crafting stations. Nicely hidden.</p><hr></blockquote>i asked the dev if they could make some sort of built in macro with this LU that would explain to all the noobs who come off the isle where to go and what to do. i know people will get tired of answering. a button built into our UI's that we can press 1 time and it tells them what to do. it wont be a week or 2 and nobody will answer the noobs. thats not fair to all the new people starting out in this game. they shouldnt have to suffer because were sick and tired of answering the same question 10000 times a day. they shouldnt have to suffer because of soe's ignorance.</div><hr></blockquote>Putting the ts stations on the in-game map <i>should</i> help.  But knowing newbies, the questions would still get asked constantly.  <span>:smileymad:</span></div>

Oakum
09-26-2006, 11:05 PM
<BR> <BLOCKQUOTE> <HR> Liol wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Allowin wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Ebarel wrote:<BR> <P>i really dont like it</P> <P> </P> <P>and i wait for (ok, not so many anyway) new players fresh from the IoR who are running around the whole qeynos area and try to find their crafting stations. Nicely hidden.</P><BR> <HR> </BLOCKQUOTE>i asked the dev if they could make some sort of built in macro with this LU that would explain to all the noobs who come off the isle where to go and what to do. i know people will get tired of answering. a button built into our UI's that we can press 1 time and it tells them what to do. it wont be a week or 2 and nobody will answer the noobs. thats not fair to all the new people starting out in this game. they shouldnt have to suffer because were sick and tired of answering the same question 10000 times a day. they shouldnt have to suffer because of soe's ignorance.</DIV><BR> <HR> </BLOCKQUOTE>Putting the ts stations on the in-game map <I>should</I> help.  But knowing newbies, the questions would still get asked constantly.  <SPAN>:smileymad:</SPAN><BR></DIV><BR> <HR> </BLOCKQUOTE>It would be really good if they could make a TS tab on the waypoint window. It could list the workstations and npc's. Click on the name and off they would go. <BR>

Lairdragna
09-27-2006, 04:05 AM
This is CRAP... this is the LAST thing we need.<div></div>

Vicio
09-28-2006, 12:58 PM
I wonder how much trouble it would be to add another city zone, say, Merchant's Quarter. Might solve a few problems. <div></div>

Kessia189
09-28-2006, 06:35 PM
I applaud the addition of tradeskill workstations in outdoor zones of the cities but for the love of God... DON'T REMOVE THE TRADESKILL INSTANCES!! <span>:smileymad:</span><div></div>

Ranja
09-29-2006, 12:40 AM
<div><blockquote><hr>Gungo wrote:<div></div> <p>I like the changes.</p><hr></blockquote>I am interested to hear why you like the changes? Are you glad they are getting rid of the instances? Or, do you want them to keep the instances as well? There seems to be a lot of negative thoughts on this change but you "like them". Can you please elaborate? Or are you just trolling?</div>

Cusashorn
09-29-2006, 05:34 AM
<DIV>Ok. They're adding tradeskill stations all over the cities but arn't going to give us the fuel merchant to go with them?</DIV> <DIV> </DIV> <DIV>And they're taking out the tradeskill societies that have the fuel merchants?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Where's the logic in that?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>And what about writs? I'm not going to get a timed writ in north qeynos, travel all the way to qeynos harbor to tradeskill, and run back before I run out of time in 8 minutes.</DIV>

Rijacki
09-29-2006, 07:46 PM
<blockquote><hr>Cusashorn wrote:<div>Ok. They're adding tradeskill stations all over the cities but arn't going to give us the fuel merchant to go with them?</div> <div> </div> <div>And they're taking out the tradeskill societies that have the fuel merchants?</div> <hr></blockquote>You must have missed the announcement made on Wednesday and linked all over in nearly every tradeskill thread (sorry, don't have the link handy, but you're smart, you can find it).They are NOT removing the tradeskill instances and they will still have fuel metchants and everything they do now on Live.They are leaving the city stations but repositioning some and they will be making sure the fuel sellers nearest to the stations actually carry the fuel appropriate.You will have a CHOICE if you want to use the stations (and/or fuel merchants) only in the tradeskill instances, one each in each village/'hood and one each at Ironforge and the Tradesfolk Coalition, or the ones scattered in various places in the main city zones.  BOTH methods will be available.  There will also be tradeskill NPCs in the tradeskill instances and in a few main city locations near the tradeskill stations they are leaving there.So... You can take a writ in the tradeskill instance, start it with the table that's by the writ givers, and work on it in the tradeskill instance.  OR  You can take a writ from one of the NPCs in the city zones and then go to a nearby station there and start the writ from a clipboard there and work on it there. ORYou can take a writ from the tradeskill instance, carry it to a city zone station and use the clipboard to start it and work on it there.  ORYou can take a writ from a city NPC and then go into the tradeskill instance, use the table, and work on the writ there.OR... in the futureYou can take a tradeskill writ from either the tradeskill instance -or- the city NPC, go to your own innroom or house and use a clipboard (purchasable with status and enough faction with your city tradeskill faction), and work on the writ there in the comfort and quiet of your own home.You can travel around if you chose to, to take a writ in one place and complete it in another, but (all except using the clipboard in your home later) you can also chose to take a writ and work on it very close to where you obtained it.<div></div>

circusgirl
09-29-2006, 08:16 PM
<BR> <BLOCKQUOTE> <HR> Rijacki wrote:<BR><BR>You can take a tradeskill writ from either the tradeskill instance -or- the city NPC, go to your own innroom or house and use a clipboard (purchasable with status and enough faction with your city tradeskill faction), and work on the writ there in the comfort and quiet of your own home.<BR> <HR> </BLOCKQUOTE> <P>I like.</P> <P>It would be nice if we could aquire writs from our own home too, without having to run back to an instance or a city zone.  I would also like a fuel vender for my home.  Let us construct our own instances!<BR></P>

Rijacki
09-29-2006, 10:00 PM
<div><blockquote><hr>circusgirl wrote:<div></div> <blockquote> <hr> Rijacki wrote:You can take a tradeskill writ from either the tradeskill instance -or- the city NPC, go to your own innroom or house and use a clipboard (purchasable with status and enough faction with your city tradeskill faction), and work on the writ there in the comfort and quiet of your own home. <hr> </blockquote> <p>I like.</p> <p>It would be nice if we could aquire writs from our own home too, without having to run back to an instance or a city zone.  I would also like a fuel vender for my home.  Let us construct our own instances!</p><hr></blockquote>While it would be nice, I doubt it would happen because that would be begging for botting.  While they don't want to negatively impact regualar playing in the name of bot prevention, adding something which would make botting oh so much easier and prevalent is just not very wise, sadly.</div>

Hamervelder
09-29-2006, 11:37 PM
<div><blockquote><hr>Marcula wrote:<div></div>Well I guess it is goodby to Nettleville my favorite town and hello to the Fish Ale in Qeynos harbour. There is something to be said about living on the docks in a harbor town so I will still be a happy camper......will miss the 5 silver house but c'est la vie.<hr></blockquote>This is one of my fears concerning removing TS instances from the villages.  What purpose do they serve now, other than a cheap residence and shops for low-level players to buy the cheapest equipment possible?  There's no real reason to go to the villages anymore, with this new change.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></div>

Findara
09-30-2006, 05:35 AM
HI<div></div>

AbsentmindedMage
09-30-2006, 08:59 PM
Those look really great.  It could definitely give the city a more bustling feel if people used those.  That being said, I think they should keep the tradeskill instances in the suburbs.   Some professions require the use of multiple tradeskill tables which would put them at a disadvantage in trying to complete the timed tradeskill writs if they had to run around the city.<div></div>

SisterTheresa
10-01-2006, 01:08 AM
<P>Holy cow.</P> <P>Well I won't be tradeskilling if thay do this.  Instead I'll be taking all the staffs I made and hitting people in the head with them until they put the tradeskilling areas back!</P> <P>If they want an EQ1 feeling, they going the wrong way about it.  See there was fletching boxes and prtable spits one could carry around.  So you didn't have to stand around in the city to craft.  And there was more than one type of station in a lot of places.  Out of the way places ... not like Sneeds .. yikes.  Unless they did that because Sneed is near the bank in NQ.</P>

Mirander_1
10-01-2006, 02:44 AM
<div></div>Errr... You guys do know that Glendral said they're not taking out the tradeskill instances anymore, right?  He posted this a few days ago and people are still complaining about it.<div></div>

Rijacki
10-01-2006, 06:33 AM
<blockquote><hr>Mirander wrote:<div></div>Errr... You guys do know that Glendral said they're not taking out the tradeskill instances anymore, right?  He posted this a few days ago and people are still complaining about it.<div></div><hr></blockquote>It's easier to get upset over things than read the MANY places with the announcement repeated or linked or even the announcement itself.  It is more.. umm.. entertaining.. to be alarmist rather than notice the devs actually do listen and do test things before putting them in and don't even force everything down our throats but try to work with players, too.<div></div>

SisterTheresa
10-01-2006, 07:26 AM
<BR> <BLOCKQUOTE> <HR> Rijacki wrote:<BR><BR> <BLOCKQUOTE> <HR> Mirander wrote:<BR> Errr... You guys do know that Glendral said they're not taking out the tradeskill instances anymore, right?  He posted this a few days ago and people are still complaining about it.<BR> <BR> <HR> </BLOCKQUOTE>It's easier to get upset over things than read the MANY places with the announcement repeated or linked or even the announcement itself.  It is more.. umm.. entertaining.. to be alarmist rather than notice the devs actually do listen and do test things before putting them in and don't even force everything down our throats but try to work with players, too.<BR> <BR> <HR> </BLOCKQUOTE><BR>Actually yes it is easier to complain.  More fun really so :smileytongue:

Zaldor
10-02-2006, 06:16 PM
<BR> <BLOCKQUOTE> <HR> SisterTheresa wrote:<BR> <BR> <BLOCKQUOTE> <HR> Rijacki wrote:<BR><BR> <BLOCKQUOTE> <HR> Mirander wrote:<BR> <FONT color=#ffff00>Errr... You guys do know that Glendral said they're not taking out the tradeskill instances anymore, right?  He posted this a few days ago and people are still complaining about it.<BR></FONT> <BR> <HR> </BLOCKQUOTE>It's easier to get upset over things than read the MANY places with the announcement repeated or linked or even the announcement itself.  It is more.. umm.. entertaining.. to be alarmist rather than notice the devs actually do listen and do test things before putting them in and don't even force everything down our throats but try to work with players, too.<BR> <BR> <HR> </BLOCKQUOTE><BR>Actually yes it is easier to complain.  More fun really so :smileytongue:<BR> <HR> </BLOCKQUOTE> <P>From the "Thanks for the Feedback" thread he stated that they still might remove them in the future.  So, the idea of removing all the tradeskill zones from the game is still on the table.</P> <P> </P> <P>Zaldor - I have many characters<BR></P><p>Message Edited by Zaldor on <span class=date_text>10-02-2006</span> <span class=time_text>09:18 AM</span>

Spammer
10-02-2006, 06:52 PM
This BLOWSThe crafting zones are laggy enough as they are without throwing them into two of the largest zones in the gameWillowwood is perfect, its close to the bank and the mailbox.  Now you have to spend ages crawling around the zones....Sounds like that they to remove some crafting zone servers, maybe make a couple of new instance servers for AB....<div></div>

MalicorDraven
10-02-2006, 09:44 PM
<DIV>I really like the changes. It will<STRONG><FONT color=#ff9900 size=4> "enliven"</FONT></STRONG> what are essentually dead zones, north and south Q, especially south Freeport and north Freeport. </DIV> <DIV> </DIV> <DIV> And I wonder if this LAG notion isn't just in your head, as a vestige of a previous life.  I have what I would consider a "medium" computer, not alot of ram, average graphics card etc.  I play on the both the largest populated servers both pve and pvp.  While I will admitt that Q harbor was very laggy some 6 odd months ago, it is very much better now, with very little sign of lag.  </DIV> <DIV> </DIV> <DIV>Perhaps not placing trade skills in the Q harbor or east F, would be wise, but really people, your Teir 3 and up, shouldn't you put down the swaddling and teddybears and move out of the "starter zones" and into the real parts of the city?</DIV>

Lera
10-03-2006, 12:15 AM
<BLOCKQUOTE> <HR> MalicorDraven wrote:<BR> <DIV> </DIV> <DIV>Perhaps not placing trade skills in the Q harbor or east F, would be wise, but really people, your Teir 3 and up, shouldn't you put down the swaddling and teddybears and move out of the "starter zones" and into the real parts of the city?</DIV><BR> <HR> </BLOCKQUOTE> <P>Not everyone has even a "medium" computer, and something that was high-end five years ago is low-end now, but still able to run the game. For those with better hardware, there's still lag on the higher graphics settings, which work fine in most areas but still lag in the cities at times.</P> <P>The starter zones are also much more convenient, as they have a bank, inn room, tradeskill zone, broker, and bell, while also being much more flavourful than the main city. There's some players who'd easily trade the better housing for having their elf live in Willow Wood or halfling in the Baubbleshire or ratonga in Temple Street, just for the general atmosphere of those zones.  </P>

Rhona
10-03-2006, 12:44 AM
<div><blockquote><hr>MalicorDraven wrote:<div></div> <div>I really like the changes. It will<strong><font color="#ff9900" size="4"> "enliven"</font></strong> what are essentually dead zones, north and south Q, especially south Freeport and north Freeport. </div> <div> </div> <div> And I wonder if this LAG notion isn't just in your head, as a vestige of a previous life.  I have what I would consider a "medium" computer, not alot of ram, average graphics card etc.  I play on the both the largest populated servers both pve and pvp.  While I will admitt that Q harbor was very laggy some 6 odd months ago, it is very much better now, with very little sign of lag.  </div> <div> </div><hr></blockquote>Your milage my vary, but my "medium-spec" system lagged most heinously in NQ <b>on test</b> even with the low population increase caused by the recent crafter testing.  A split who (1-30 and 31-70) showed about 145 total toons in the city zone.I know that the lag that noticable was not a vestige of a previous life; 5-10 seconds just to get an NPC to display is very real lag, let alone being 10-20 seconds behind on displaying results on a crafting station.  That's multiple rounds, and fully prevents any use of reaction arts to onprove the crafting process.Rho</div>

FuzzBall
10-03-2006, 01:51 PM
<div></div><div></div>Crafting lag has NOTHING to do with your PC spec.  Its everything to do with the zone server and possibly any IP link problems on the way.  I currently craft on a Athlon 2500+ with 1gb ram and a 5700LE geforce card, almost the minimum spec for the game.  When KoS came out, crafting on my 3.3ghz Xeon / 4gb ram and a 6800 SLI was exactly the same as my current crafting machine. Remember back to the loaded servers the day of KoS release and then the weeks that followed for crafting hell...  Thats the servers load.  This will be the normal situation for crafters if SoE continue with this....  and I doubt that theyll back down and reverse it....  Having been the victim of server lag (took 30+ seconds to get a combine trigger), GMs flatty refuse to refund ANY items.   A combine now is going to be "click start and hope for the best because youll never be able to counter"This will make crafting extremely difficult.  Whoever thought of this as a way to liven up a couple of zones, should really stop being an as*hat.  This will make crafting near impossible unless something really special is done.  Not to mention that the little town zones will be deserted.  Willow wood is a great little zone, may it rest in peice.<div></div><p>Message Edited by FuzzBall on <span class=date_text>10-03-2006</span> <span class=time_text>07:44 AM</span>

-Arctura-
10-14-2006, 01:38 PM
(( They arent removingg instances btw, everyone calm down.  They removed SOME of the older instances a while ago whne all city crafting instances were condensed into 1 per town and societies were removed. (crafting patch, long time ago)Graphical lag is primarily caused by the density of polygons and emitters (particles) in towns, as well as uses of shaders and the settings atwhich your computer is attempting to render the scene.Ways to combat this graphical lag, reduce draw distance, model detail tab sliders, water tab sliders, or just turn the complex shader distance slider to zero =P Zones can be optimised by the Environmental Artists, but its pretty iffy science as most portals and other methods of sectioning off geometry can cause tearing and/or hall of mirror effects, (or just blank areas)... remember back when Nektulous forest had those 'edge of the world' areas where it looked like outer space? yea thats a messed up portal that was placed there to section off the zone into separate areas that load individually, pieces of geometry loaded one at a time depending on your avatars location, this helps performance greatly by only forcing your computers memory to store the closest pieces of geometry and render those ones instead of areas that are so far away on the other side of the zone as to cause huge lag.<img src="http://i53.photobucket.com/albums/g69/Arctura000/Skree-sig2a.jpg"><div></div>