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View Full Version : Easy solution to improve crafter-adventurer involvement.


Jerr
09-26-2006, 10:29 AM
<DIV>Go back and change the items we make to something Adventurers actually desire.  That right there will improve interaction.</DIV> <DIV> </DIV> <DIV>Right now all my non-rare items are worthless and only rares sell-sluggishly.  </DIV> <DIV> </DIV> <DIV>Instead of the knee-jerk reaction of making crafters be put on display-spend all this time you are wasting returning our crafted items to something worth buying.</DIV> <DIV> </DIV> <DIV>When common crafted equals common loot and rares equal items gained from heroic-HQ type items-then adventurers will feel the need to interact with us once again.</DIV> <DIV> </DIV> <DIV>You have already given crafters the shaft more than once-for once give crafters something that will make adventurers have to change how they do business.</DIV> <DIV> </DIV> <DIV>cheers,</DIV> <DIV> </DIV> <DIV>Jerril</DIV> <DIV> </DIV> <DIV>P.S.  Was anyone else insulted by the Dev who did the playtest having an unskilled crafter?  Shows me the Dev's don't craft and could really give a flip what we want and desire.</DIV><p>Message Edited by Jerril on <span class=date_text>09-25-2006</span> <span class=time_text>11:36 PM</span>

Torali
09-26-2006, 10:59 AM
<P>Just so you know, the developers do not play on Test. They WORK on Test. They have their own characters on live servers that they play on their own time. Nobody knows who they are on their play characters. You could have one in your guild for all you know. They play different classes and they do craft. The character you saw on Test was the character he uses just to log into Test at various set levels to check code or ask questions of the Testers.</P><p>Message Edited by Torali on <span class=date_text>09-26-2006</span> <span class=time_text>02:51 AM</span>

Jerr
09-26-2006, 11:29 AM
<P>I guess I should have also mentioned he was a lvl 33 Adventurer.  Shows he spent some time playing this toon-but crafting was unskilled level one.</P> <P>But keeping to my main point-you want us to interact?  Let us make something adventurers want.  </P> <P>Cheers,</P> <P>Jerril</P>

Cybrdroyd
09-26-2006, 03:56 PM
<P>/agree</P> <P>Our gear should be better, or at least just as good as looted gear....no....I say better because if one can loot it, why buy it?  Yes, make our gear better, loads better than looted stuff, with the rare exception of raid gear, or good gear you can only find at the bottom of the deepest darkest most heinously dangerous dungeons around.  Places that take hours to get to and a good group to go the distance.</P> <P>Other than that, make our stuff much better.</P>

Thunderthyze
09-26-2006, 04:13 PM
<P>I have made similar comments on other forums specifically regarding weaponry. The reason, IMO, that weaponsmiths are so badly nerfed is down to the plethora of weapons out there. The gear we craft is often, at best, only up to the level of merchant trash, and the mastercrafted stuff will only be made to order as it is just dead money laying on the broker otherwise.</P> <P>Suggestions I have heard to remedy this is to make loot drops no trade or 100% class specific. That way there may be more demand generated for our crafted gear.</P> <P> </P>

Cybrdroyd
09-26-2006, 04:15 PM
<DIV>Someone else suggested making loot drops things that can be crafted into existing recipes making them far superior than other normal crafted stuff.  I like this idea alot.</DIV>

Sojourner78
09-26-2006, 05:14 PM
Our recipes definitely need to be made better.  My non-rare jewelry is mostly all but worthless, though some (I say some) of my rare jewelry sells fairly well.  They say that our crafted items can't be better than what people can go out and adventure for.  But out stuff needs to be at least competitive.  I mean all that gear people go out and adventure for... it was crafted by someone at some point, it didn't just come into existence. 

gi
09-26-2006, 05:47 PM
<BR> <BLOCKQUOTE> <HR> Jerril wrote:<BR> <DIV>Go back and change the items we make to something Adventurers actually desire.  That right there will improve interaction.</DIV> <DIV> </DIV> <DIV>Right now all my non-rare items are worthless and only rares sell-sluggishly.  </DIV> <DIV> </DIV> <DIV>Instead of the knee-jerk reaction of making crafters be put on display-spend all this time you are wasting returning our crafted items to something worth buying.</DIV> <DIV> </DIV> <DIV>When common crafted equals common loot and rares equal items gained from heroic-HQ type items-then adventurers will feel the need to interact with us once again.</DIV> <DIV> </DIV> <DIV>You have already given crafters the shaft more than once-for once give crafters something that will make adventurers have to change how they do business.</DIV> <DIV> </DIV> <DIV>cheers,</DIV> <DIV> </DIV> <DIV>Jerril</DIV> <DIV> </DIV> <DIV>P.S.  Was anyone else insulted by the Dev who did the playtest having an unskilled crafter?  Shows me the Dev's don't craft and could really give a flip what we want and desire.</DIV> <P>Message Edited by Jerril on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>11:36 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Isn't the idea of Adornments to give the edge back to crafted items?

Kadurm
09-26-2006, 05:49 PM
<BR> <BLOCKQUOTE> <HR> Jerril wrote:<BR> <P>I guess I should have also mentioned he was a lvl 33 Adventurer.  Shows he spent some time playing this toon-but crafting was unskilled level one.</P> <P>But keeping to my main point-you want us to interact?  Let us make something adventurers want.  </P> <P>Cheers,</P> <P>Jerril</P><BR> <HR> </BLOCKQUOTE> <P><BR>Also remember that the devs can change thier lvl and class at will, They can log in as a lvl 33 Illusionist or a lvl 70 necromancer, they are not limited to having to lvl up said dev character.</P> <P>But I do agree that crafted items need a serious tweak to make them more desireable.</P>

Rhona
09-26-2006, 11:34 PM
<div><blockquote><hr>silvermore wrote:<div></div>Isn't the idea of Adornments to give the edge back to crafted items?<hr></blockquote>I think not.  As I understand it from the announcements and red-name comments so far, almost every item will have an adornment slot, not just crafted items.So, if one is going to put a +mitigation adornment on, say, a hat, wouldn't one want to put it on a/an named/heroic-dropped hat instead of on a mastercrafted hat?Just my opinion (I've got lots of those to spare <span>:smileywink:</span>),Rho</div>

circusgirl
09-29-2006, 11:49 PM
<DIV>In my opinion, the ONLY items that should have adornment slots are handcrafted, mastercrafted, and fabled items. </DIV> <DIV> </DIV> <DIV>And the BEST items in the game should require extremely rare raid x 4 fabled loot, recipes gotten from HQ difficulty tradeskill quests, and multiple rare resources.  These items should be better than anything else in the game.  Period.  </DIV> <DIV> </DIV> <DIV>THAT will encourage crafter-adventurer involvement</DIV>

TaleraRis
09-30-2006, 12:02 AM
<P>A lot of good suggestions here in relation to gear. I fully support more No-Trade and class specific armor and weapons, but not just drops. Make this carry over to quested items as well. DoF has many quests that result in No-Trade items, but this would be beneficial in all tiers.</P> <P>I support being able to make loot drops into good gear on one condition: that getting the drop is not the sole way to get something close to that quality. For example, no requiring a raid to get a drop to make an extremely nice item unless there is the option to craft a rare almost as good without having to raid. Slot grouping and soloing into that as well. I'm not saying identical items, but if they want to control the gear gap (as the recent changes proposed have made clear is alive and well in EQ2) then they should control how powerful one tier of gear can become in comparison to another tier.</P> <P>Of course, one thing I know will get me flamed but could potentially be helpful was suggested a while back in another thread. Make raid gear only work in a raid setting to full capacity, and when outside the raid setting, let it be as good as normal gear. This could possibly encourage raiders to have a crafted set of grouping/soloing gear. </P>

Ebjelen
09-30-2006, 12:51 AM
<P>From what I saw, that developer was watching other things like server and zone loads and comparing those loads with other servers. From his end, a bit more important than actually crafting. He trusted us to give him accurate reports on personal latency. A trust many decided to violate before they even logged in. </P> <P>I'm noy saying I agreed with the change or the philosphy behind the change, I don't. But neither do I like seeing people pose a very old idea as an excuse to throw out yet another insult. Yes, we have seen this idea many times over the past 7 years. That's right, in EQ the first crafters were clamouring for recipies that adventurers desired above all else. </P> <P>The problem with that philosophy is that it makes the destination more important than the journey or the quest. You pick a destination and don't worry about little details like the "how". I myself am very detail oriented. There are many stops along the journey making some compromise possible. I for one like comparison shopping every so often. Not just of what is the best, but what is available and what I can afford. We are not all sitting at the top of the mountain. Some have played this game for 7 years and never reached the top. Some have reached the top and jumped all the way to the bottom and started up from a different side. Why do we have to be forced into a single path - crafted is always better - route to the top?</P> <P>You wanted to throw insults? Now let's talk philosophy as your title implies.</P>

Findara
09-30-2006, 01:47 AM
I have eaten a baby in the past 2 weeks. It was very tender and I used bbq sauce.

F00D
09-30-2006, 05:52 AM
Just my opinion but I think adventurers and tradeskillers should be more dependent on one another. A perfect example would be zones like the nest. Components drop off of certain NPC's and make decent Legendary armor.  Was the nest just a hint of whats in store for tradeskillers? Hope so. Would make things alot more interesting and fun.<div></div>