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View Full Version : SoE - what were you thinking ? (patch 09/20/06)


Purr
09-21-2006, 05:57 AM
<DIV>Just logged in and found the Tradeskill Instance in Willow Wood gone. Why ?</DIV> <DIV> </DIV> <DIV>I loved the instance and most of my crafters have extra not bought houses in other areas because having everybody and everything nice and tighty in one place is GOOD.</DIV> <DIV> </DIV> <DIV>Now you took the instances completely out and make everybody run in/to or at least through the two/three most lag prone city areas there are. How do you think that will play on Live Servers were the instances in the suburban areas were nearly always full? <BR>How shall all the TSers get into the few tight quarters where you just dropped some crafting stations? <BR>I saw some fuel sold by merchants close by but again - how shall those handle the crowds?</DIV> <DIV>And most important: At least for Qeynos your infrastructure is close to nonexistent! I have yet to find a woodworking bench and a loom that's close in South Qeynos (I'm a Carpy: I often enough need both for the same writ). And to get to SQ I have only 3 options: from Antonica (an Area I as high level don't frequent at all), from North Qeynos and Qeynos Harbor. North Q is not better. South and North Qeynos are so completely NOT convinient located for anybody from anywhere. To get to a bell I have to go at least through one complete zone. *shakes head*  That is a Nightmare (I don't mean the flaming horses!).</DIV> <DIV> </DIV> <DIV>You maybe want more people to buy big houses in SQ - but for that you first need to put the infrastructure in and also enable the extra selling slots big houses provide to be usable by characters without that said chars have to keep up their own small houses. What's the point to sell from a friends big house if you can as well do it from your own small one which you have to have to be able to sell from the big one.</DIV> <DIV> </DIV> <DIV>Aside of it: your latest patch crashes me right down to Desktop as soon as I try to use the /feedback or /bug command. Maybe it crashes when using any command, I don't know.</DIV> <DIV> </DIV> <DIV>What I know is: I'm fed up with those half-behind changes. *remembers the show down for red rocks in TT* </DIV> <DIV>Has whoever came up with the idea to crash the TS-Instances ever spoken with the community? I don't mind having extra stations around the city. On the contrary!  But why throw out the child with the bath water? What was wrong with our instances ?</DIV> <DIV> </DIV> <DIV>And do I dare to ask: Did anybody from Test make it into EoF Beta which was supposed to start today?</DIV> <DIV> </DIV> <DIV>*pulls her hair out and bites her tail bloody*</DIV> <DIV> </DIV> <DIV>Purr~</DIV> <DIV> </DIV> <DIV>PS: Sorry for the out of shape English - I'm to upset to really concentrate atm.</DIV> <DIV> </DIV><p>Message Edited by Purrfect on <span class=date_text>09-20-2006</span> <span class=time_text>07:01 PM</span>

Kethaera
09-21-2006, 06:08 AM
Please, please, please tell me that removing the tradeskill instances is a bug. Otherwise, I will cry and make you feel guilty. If this is intended, this will likely spell the end of crafting for me.<div></div>

Ceruline
09-21-2006, 06:13 AM
I third this sentiment.  I can't imagine trying to tradeskill in the city proper.  We *liked* our tradeskill dungeons - they were a way to get away from the rest of the gameworld.I understand wanting to give crafters a choice, but a large number of us PREFER the instances!<div></div>

Heattanu
09-21-2006, 06:40 AM
<DIV>I liked adding a few stations to the city zones, but I absolutely agree with Purr. I would rather see no change than see the village TS instances removed. The lag and overcrowding on Live will be unworkable. And I can't imagine doing timed writs in anything but the TS instances where stations are close and walkways are wide. I too had writs as a weaponsmith that required a forge and a loom. Please reconsider or tell us this was not intended.</DIV> <DIV> </DIV> <DIV>Curiousity 56 sage</DIV> <DIV>Caldera 56 tailor</DIV> <DIV>Heattanu 54 weaponsmith</DIV> <DIV>Catherine 52 jeweler</DIV> <DIV>all on Test</DIV>

HanktheDwarf
09-21-2006, 07:08 AM
Assuming this was done on purpose, I'd suggest lowering the prices of the tradeskill stations found on the cirt merchants.  They sell for ~88gp and ~500k status.  So a super crafter would have to spend 3.5 million status and 7 plat to get all the stations.And on a side note, ALT+TAB and ALT+ENTER crashes the game as well.<div></div>

Corlin
09-21-2006, 07:16 AM
<div></div>Not to sound too bitter - but the only reason for this change is to make timed writs near impossible and push folk into purchasing trade benches (lots of benches for some) for their houses.  I assume it is designed as a time & coin sink.  There is no up side to the players with this change.<div></div><p>Message Edited by Corlin on <span class=date_text>09-20-2006</span> <span class=time_text>08:57 PM</span>

Kaknya
09-21-2006, 05:02 PM
wonder if the crafting thing was an eventual pvp server change.. Currently the only real safe places, besides on top of an epic, are those instances. If they were to get rid of them and move crafting out to the city proper, people couldn't run to them to get away from a fight anymore. Just a guess.also have the P crash to desktop, and strangely, I was fighting grifters last night, and I zoned in on my Ghost Horse. Never done that before patch.

ZeyGnome
09-21-2006, 09:23 PM
<P>I'm with Purr on this one.  </P> <P>On Test it's not devastating, but on Live I bet it sure will be.</P> <P>Also placement of some of the benches are not good, like the Engraving Desks in Mage tower-SQ.   Right by the portals is not a great idea, sneeze and you're on another level.</P> <P>Pets, NPCs, Players, Carpets, and Horses, all allowed in city zones just make it even worse.  Not even going to comment on Nathan Ironforge in QH while you are trying to craft!</P> <P>Please reconsider this, GU27 was a great patch for Tradeskillers, TS28 is startign off very bad for them now, and no one knows why this was done.</P> <P> </P>

Kishia
09-21-2006, 09:32 PM
<P>This is totaly not a good thing, taking our Tradeskill instances out of our towns <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P> <P>I can see adding a few work table and such in the cities for quick combines for someone you need to make something for and it is closer for you to go then back to your town, but taking the towns Instance totaly away is not a good idea. I do not want to have to go all the way to QH, SQ or NQ to craft it is very inconvenient to say the least, and the lag for some people would be horrible.</P> <P>Also I am using a standard UI and I am crashing when ever I open my Persona window and use a Tab same thing when trying to use /feedback, /bug or petition.</P><p>Message Edited by Kishia on <span class=date_text>09-21-2006</span> <span class=time_text>10:38 AM</span>

Bhagpuss
09-21-2006, 11:44 PM
I have to agree with the general feeling here. Adding extra crafting stations outside the instances is fine. Taking the instances away is most definitely not.Personally, I have always liked the crafting instances. I like the cosy, warm, intimate feel of them. I especially like the way that only people interested in crafting use them. I like the quirky layout and the running to and fro from wholesaler to station to broker, up and down stairs, in and out of doors.Unless there is a real hardware resource issue, I just can't see why we should be deprived of the instances. And if there is a resource issue, then EQ2 must be in serious trouble.

Kwoung
09-22-2006, 05:48 AM
<BR> <BLOCKQUOTE> <HR> Corlin wrote:<BR> nd push folk into purchasing trade benches (lots of benches for some) for their houses.  I assume it is designed as a time & coin sink.  There is no up side to the players with this change. <HR> </BLOCKQUOTE> <P><BR>I am fine with purchasing benches, as a matter of fact, my provisioner crafts exclusively in his own home on a purchased bench. HOWEVER.. I am NOT fine with the fact that I now have to leave Longshadow Alley in search of components every time I want to craft... to be perfectly blunt, screw that. I own a nice little newbie home in LSA, it has been professionally decorated (at great expense) to look just like a little bistro and now it is 100% USELESS because I can no longer buy the crafting components I need in a newbie zone.</P> <P>One request for my provisioner, please put tradeskill component vendors back in the newbie city zones.</P> <P>As for my sage, well you just killed my making spells for anyone but myself, way to much of a hassle and running around now. Sage was terrible forever, then you fixed tradeskills and made it bearable, now you killed it again by making it way to much of a PITA IMHO... bah. I like helping people out, but when it becomes a hassle to do so, no thanks. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P>

Sunrayn
09-22-2006, 04:54 PM
<P>I will never use the tables that are scattered willy-nilly across qeynos.  I have a complete workshop in the basement of one of my char's house.</P> <P>I only ever went to the tradeskill instance to do writs, you know, those things you took out, then put back in, then trashed them again less than a month later.  Guess I am done doing writs.  Not worth the pain in the [expletive haxx0red by Raijinn] to run all over Norrath just to find the one i need.  I have 7 crafters.</P> <P>Running in circles buying fuel for those same crafters? dont think so.</P> <P>Why do you insist on slowly killing EQ by doing dumb things like this?  Honestly, what you did with tradeskills made absolutely no sense.</P>

Purr
09-23-2006, 03:04 AM
<P>Seems we can easily summon that up:</P> <P>Please treat the >ourdoor / inner city< tradeskilling possibilities as ADDITION, not replacement of our instances and just put the instances back in, please.</P> <P>Purr~<BR>3 70 crafters, 6 60+ ones</P> <P>PS: I think it would be a very good idea to put some of the TS loving players into your >inner circle<. We crafters don't seem to have any lobby nor any voice in SoE's EQ2 team. We are the tail end of everything... Get a small group of crafters (like Niami and 2 or 3 other TS-Lovers) together and run proposed changes by them before implementing the changes. It can only be good for the game not to upset players over things that (I'm sure) were only meant well but turn out to be the opposite.</P><p>Message Edited by Purrfect on <span class=date_text>09-22-2006</span> <span class=time_text>05:45 PM</span>

goboy
09-23-2006, 03:14 AM
Hmm, would it be too much to ask for the rationale for moving the tradeskill instances?  As it stands, I see no logical reason - all I see are negatives.

Naknek
09-23-2006, 04:46 AM
<DIV>I agree with Purr.  Put the tradeskill instances back the way they were.   If you want to add a few others around here and there -- I don't see your reasoning, but it would probably be okay.</DIV>

ZeyGnome
09-23-2006, 05:17 AM
<P>Well after seeing the redecorating you all have done in this night's patch, It looks like nothing anyone says will make a bit of difference.</P> <P>It would be nice if you could consider what the players are saying rather than spending the time redecorating the villages to cover up where the instances used to be.</P> <P>If the playtests show the problems, then the instances will still not be coming back, you'll just try to fix the broken towns.  I have to assume that since you are spending resources to make sure the villages look right with them missing.</P> <P> </P>

Bhagpuss
09-23-2006, 01:19 PM
<div></div>Have you seen one single positive comment on the removal of crafting instances? From previous experience, if the Test community reacts to a change in as hostile a manner as this, how likely is it that the Live community will welcome that change?I am now convinced that this is a resource issue to free up hardware for the coming expansion.  I can think of a number of other reasons that could be behind this, but optimization of resources seems a far more likely lever for bulling through such an inherantly unpopular change than any of the others. If that's so, I am sure that no amount of disatisfaction from players will alter any decision that has already been taken.This is yet another change that we will just have to "suck up", and I am sure most will do so. For some, however, it is sure to be the last straw, whereas I cannot imagine the removal of crafting instances will directly, or even indirectly, result in a single extra subscription being taken up. Not, of course, that we will ever know one way or the other.<p>Message Edited by Bhagpuss on <span class=date_text>09-23-2006</span> <span class=time_text>10:20 AM</span>