View Full Version : Your Unofficial Ideas for Tradeskilling Thread
Shonshazzitt
02-14-2007, 10:28 PM
<p>Use this thread to bring up ideas, or things you would like to see. Be it new to the game, or improv on an existing way of tradeskill.</p><p>Please don't use this thread to say 'that idea sucks' but moreso, be creative.</p><p>As an example, someone says I have an idea, how about..... You may think that idea is no good, but, maybe you can think of a way to improvise it, by adding onto it, or changing it a little bit.</p><p>This Thread could be used by the Dev team to say. 'Wow, I hadnt thought of that, wonder if we could implement that.'</p><p>Be creative, have some fun. This is 'our' forums, lets show the Devs what we would like to see, now, as well as possibilities of in the future of EQ2 Tradeskilling.</p><p>From Questing, to changes in our current state, to the endless area of what we all enjoy. <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></p><p>I have a lvl 70 Woodworker, Alchemist, Sage and Tailor, with some up and coming soon to be lvl 70's as well. So I have a little bit of knowledge in different areas. It doesn't make me better than anyone else, just goes to show I have no life hehehe =)</p><p>Steve</p>
Deson
02-14-2007, 10:35 PM
For starters, a review of classes. Interdependency as was launched and intended is dead. Classes, really the whole system, should be reassessed and have clear determinations on what their purpose and markets are. If classes need to go away for this so be it. Edit: Actually I had more... <b>Bulleted Summary of Suggestions</b><b> </b> <ul><li>Give the classes a hard look based on crafting as is. The current classes were built for a system that no longer exists. If it has no long term viability and cannot be given such with contrivance, rework/remove the class.</li></ul><ul><li>Add in a crafting health/power pool. With such, crafting gear can be made that does not affect adventuring and class/race bonuses won't affect the process as they do now. Likewise, it makes future content easier to balance. </li></ul><ul><li>Change the current nature of trade-skill ticks to be variable based on the craft. This would allow a greater flexibility to shift difficulty of crafts. In addition, temporary arts could be given based on the quest, allowing more flexibility and variety in how a crafter crafts. </li></ul><ul><li>Reward crafter skill at the craft by granting rewards for counter chains and general attentiveness. </li></ul><ul><li>Give a full set of arts at level 1 instead of the current progress/durability every 10 levels scheme. This will allow a crafter to fully understand things from the start instead of learning to just watch the RNG determine the process. </li></ul><ul><li>Allow real art progression vs. the "expanded options" we currently have. This would give a feeling of truly getting better at a craft. By combining this with a health/power pool change, crafter progression can have a much broader expandability. </li></ul><ul><li>Remove non-pristine results and either make anything but a failure or, add in a graduated resource return scheme like the alternate crafts. </li></ul><ul><li>Add in real crafter content. This would be a key means of forcing crafters to earn their own recipes and differentiate themselves by their own actions/choices. Good starting areas for this are the city factions, DoF factions and other major factions like the Wu followers and Ashen Disciples. </li></ul><ul><li>And in Multilayer/multi-crafter content. Makes items that require more than one crafting class to touch it from start to finish. Add in group/raid content for crafters that can grant rare arts, skills and perhaps even class specific recipes. </li></ul><ul><li>Add in mixed content. Have crafters support a raid force by manning ballistae or countering environment AE's. </li></ul><ul><li>Add world content. Allow us to affect events like the Militia getting overrun in Nek forest or defending Zek from an Orc raid. </li></ul><ul><li>Allow us the ability to give what we craft intrinsic properties through AP or a similar system. This way we can pick and choose what we want on gear making it stand out for our choices. </li></ul><ul><li>Rework the alternate trades against the base trades to keep them from affecting those markets. Each crafting class needs to have its own niche and not compete against other classes- especially amalgamations like tinkering and market suppliers like transmuters. </li></ul> This is how I see a complete crafting review ending. With crafting being a completely different experience than was originally planned, the system should be adjusted to affect that reality. The longer such change is not accounted for, the worse the situation will get making it much harder to fix in the future.
Shonshazzitt
02-14-2007, 10:44 PM
<cite>Deson wrote:</cite><blockquote>For starters, a review of classes. Interdependency as was launched and intended is dead. Classes, really the whole system, should be reassessed and have clear determinations on what their purpose and markets are. If classes need to go away for this so be it. </blockquote><p> Could you elaborate on that a little bit.</p><p>At this time we pretty much know what class to look for when your needing something made for your Main or Alt toon. With the exception of course on Adornments, I still have no clue as to who makes what kind of adornment (but that of course is a different thread and not for in here hehe)</p>
Deson
02-14-2007, 10:50 PM
<cite>Shonshazzitt wrote:</cite><blockquote><cite>Deson wrote:</cite><blockquote>For starters, a review of classes. Interdependency as was launched and intended is dead. Classes, really the whole system, should be reassessed and have clear determinations on what their purpose and markets are. If classes need to go away for this so be it. </blockquote><p> Could you elaborate on that a little bit.</p><p>At this time we pretty much know what class to look for when your needing something made for your Main or Alt toon. With the exception of course on Adornments, I still have no clue as to who makes what kind of adornment (but that of course is a different thread and not for in here hehe)</p></blockquote>Sure. Right now we are spread pretty thin as far as who makes what- a legacy from interdependency. The massive removal of such has left a few classes without a clearly defined market, depth or much room for expansion. Couple that with the alternate crafts infringing on the territory and we have a mess. As for adorns, I may as well just go ahead and repost that... give me 5 minutes
Shonshazzitt
02-14-2007, 11:13 PM
<p>One possible idea, would be the allowing of app 1-4 as well as handcrafted gear to be allowed to be transmuted as well.</p><p>The reason I say that, is it may help even out the market some, and allow new crafters the ability to make some coin to give a reason to continue crafting. Its hard to craft, when you can't afford the fuels when you hit the next tier.</p><p>If your a newbie to EQ2, and want to buy that adept 1 spell, your looking at least 10gp. Now, not many new people have that kind of money to spend on a single adept.</p><p>If the app and regular hand crafted sold to transmuters, then alot of crafters would be happy. Their wares would be moving, they would be making some coin. Yet, in doing such, the over all price of wares may drop back to a reasonable price again, and it would be a win win for both crafters and transmuters.</p><p>All i ever do with my armors when i make them is sell them back to the vender to get my fuel costs back, since most people now want the rare armors over the regular handcrafted, and most dropped armors are better than handcrafted.</p><p>Rare armor is not that as it was anymore anyways. Rare is not a rare find anymore, compared to 2yrs ago. Everyone wants it, so everyone can now get it. (I remember when the lvl cap was 50, and being decked out in ebon made you complete Uber, toss in the occassional fabled, and you were Godlike)</p><p>Due to this reason, open the market for the 'lesser' handcrafted, allow everyone a chance to make some coin to do the part of the game they enjoy.</p><p>Sure the market would be flooded at first, but it would even out, it always does.</p>
Noaani
02-15-2007, 12:00 AM
<cite>Deson wrote:</cite><blockquote> <b>Bulleted Summary of Suggestions</b><b> </b><ul><li>Give the classes a hard look based on crafting as is. The current classes were built for a system that no longer exists. If it has no long term viability and cannot be given such with contrivance, rework/remove the class.</li></ul><ul><li>Add in a crafting health/power pool. With such, crafting gear can be made that does not affect adventuring and class/race bonuses won't affect the process as they do now. Likewise, it makes future content easier to balance. </li></ul><ul><li>Change the current nature of trade-skill ticks to be variable based on the craft. This would allow a greater flexibility to shift difficulty of crafts. In addition, temporary arts could be given based on the quest, allowing more flexibility and variety in how a crafter crafts. </li></ul><ul><li>Reward crafter skill at the craft by granting rewards for counter chains and general attentiveness. </li></ul><ul><li>Give a full set of arts at level 1 instead of the current progress/durability every 10 levels scheme. This will allow a crafter to fully understand things from the start instead of learning to just watch the RNG determine the process. </li></ul><ul><li>Allow real art progression vs. the "expanded options" we currently have. This would give a feeling of truly getting better at a craft. By combining this with a health/power pool change, crafter progression can have a much broader expandability. </li></ul><ul><li>Remove non-pristine results and either make anything but a failure or, add in a graduated resource return scheme like the alternate crafts. </li></ul><ul><li>Add in real crafter content. This would be a key means of forcing crafters to earn their own recipes and differentiate themselves by their own actions/choices. Good starting areas for this are the city factions, DoF factions and other major factions like the Wu followers and Ashen Disciples. </li></ul><ul><li>And in Multilayer/multi-crafter content. Makes items that require more than one crafting class to touch it from start to finish. Add in group/raid content for crafters that can grant rare arts, skills and perhaps even class specific recipes. </li></ul><ul><li>Add in mixed content. Have crafters support a raid force by manning ballistae or countering environment AE's. </li></ul><ul><li>Add world content. Allow us to affect events like the Militia getting overrun in Nek forest or defending Zek from an Orc raid. </li></ul><ul><li>Allow us the ability to give what we craft intrinsic properties through AP or a similar system. This way we can pick and choose what we want on gear making it stand out for our choices. </li></ul><ul><li>Rework the alternate trades against the base trades to keep them from affecting those markets. Each crafting class needs to have its own niche and not compete against other classes- especially amalgamations like tinkering and market suppliers like transmuters. </li></ul></blockquote><p>I agree with most of that, but I am curious, why would you want the penalties for pristine taken away? Its not hard to make pristine if you want to, and having non pristine items a possability means that there is an actual penalty to failure in crafting. A resourse return system would not be so much as a penalty as differing the amount of bonus you get for failing the combine.</p><p>As to reworking the classes, I totally agree, they need to cut it down to 6 crafting classes max, or come up with more for certian classes to do. As for crafting quests, well, maybe when crafting gets its own dedicated dev something like that may happen. With Ilucide doing a cleanup of bugs and other issues to do with crafting, it seems to me like they have a task in mind for a new crafting dev as soon as they start. </p>
Deson
02-15-2007, 12:12 AM
It's part of a larger document so I didn't think to clarify. I meant remove non-pristine crafts and either use the alternate craft resource return system or, make all crafts require pristine or count as a fail like some quests do now. Code for both is in so it's nothing really new. The resource return can really add up for some of the heavier classes like outfitters and the "must pristine" change would eliminate the ability to xp without looking.
Noaani
02-15-2007, 12:19 PM
<cite>Deson wrote:</cite><blockquote>It's part of a larger document so I didn't think to clarify. I meant remove non-pristine crafts and either use the alternate craft resource return system or, make all crafts require pristine or count as a fail like some quests do now. Code for both is in so it's nothing really new. The resource return can really add up for some of the heavier classes like outfitters and the "must pristine" change would eliminate the ability to xp without looking. </blockquote><p>Ah, that makes more sense now. Just like the stuff in Nest.</p><p>I like those combines, because they are a perfect example of how hard crafting 'could' be. I just took my adventuring main to nest the other day to make some of them. She was a level 49 sage at the time. Trying to pristine level 66 recipes while you are level 49 is actually not an easy feat (without the brell miracle at least). Failure for these only meant loosing fuel and common raws, I kept the dropped item.</p><p>Do the same thing with fabled type crafting, where the recipe difficulty is set to 15 - 20 levels above what the recipe says, and you suddenly have a challange for tradeskillers. Make it so they loose the component if they do not pristine and you also have risk vs reward (unfortunaty that dam Brell miracle would make this all trivial). </p>
<cite>Deson wrote:</cite><blockquote>For starters, a review of classes. Interdependency as was launched and intended is dead. Classes, really the whole system, should be reassessed and have clear determinations on what their purpose and markets are. If classes need to go away for this so be it. Edit: Actually I had more... <b>Bulleted Summary of Suggestions</b><b> </b><ul><li>Give the classes a hard look based on crafting as is. The current classes were built for a system that no longer exists. If it has no long term viability and cannot be given such with contrivance, rework/remove the class.</li></ul><ul><li>Add in a crafting health/power pool. With such, crafting gear can be made that does not affect adventuring and class/race bonuses won't affect the process as they do now. Likewise, it makes future content easier to balance. </li></ul><ul><li>Change the current nature of trade-skill ticks to be variable based on the craft. This would allow a greater flexibility to shift difficulty of crafts. In addition, temporary arts could be given based on the quest, allowing more flexibility and variety in how a crafter crafts. </li></ul><ul><li>Reward crafter skill at the craft by granting rewards for counter chains and general attentiveness. </li></ul><ul><li>Give a full set of arts at level 1 instead of the current progress/durability every 10 levels scheme. This will allow a crafter to fully understand things from the start instead of learning to just watch the RNG determine the process. </li></ul><ul><li>Allow real art progression vs. the "expanded options" we currently have. This would give a feeling of truly getting better at a craft. By combining this with a health/power pool change, crafter progression can have a much broader expandability. </li></ul><ul><li>Remove non-pristine results and either make anything but a failure or, add in a graduated resource return scheme like the alternate crafts. </li></ul><ul><li>Add in real crafter content. This would be a key means of forcing crafters to earn their own recipes and differentiate themselves by their own actions/choices. Good starting areas for this are the city factions, DoF factions and other major factions like the Wu followers and Ashen Disciples. </li></ul><ul><li>And in Multilayer/multi-crafter content. Makes items that require more than one crafting class to touch it from start to finish. Add in group/raid content for crafters that can grant rare arts, skills and perhaps even class specific recipes. </li></ul><ul><li>Add in mixed content. Have crafters support a raid force by manning ballistae or countering environment AE's. </li></ul><ul><li>Add world content. Allow us to affect events like the Militia getting overrun in Nek forest or defending Zek from an Orc raid. </li></ul><ul><li>Allow us the ability to give what we craft intrinsic properties through AP or a similar system. This way we can pick and choose what we want on gear making it stand out for our choices. </li></ul><ul><li>Rework the alternate trades against the base trades to keep them from affecting those markets. Each crafting class needs to have its own niche and not compete against other classes- especially amalgamations like tinkering and market suppliers like transmuters. </li></ul> This is how I see a complete crafting review ending. With crafting being a completely different experience than was originally planned, the system should be adjusted to affect that reality. The longer such change is not accounted for, the worse the situation will get making it much harder to fix in the future. </blockquote><p> I pretty much agree with everything you said Deson.</p><p>I'd also like to see a better skill progression system for crafters as well, instead of the 3/3 powers we get now, treat them like a class and allow them to have the ability to upgrade their skills (and each new one is an upgrade)</p><p>Also, I would like to see a better progression of difficulty as you level. It is almost as difficult to create a lvl 10 item in your sixties as it is to create a white con item at the same level. There is something intrinsically wrong with that.</p><p>And since we are obviously going to get some form of fabled crafting, there should be a ledgendary crafting system as well so that those of us who either can't or can't often raid aren't left out of too much content and aren't the only ones left without the new toys <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Devilsbane
02-15-2007, 01:21 PM
<ul><li><p>Remove the current imbuing recipes. Replace these with adornment recipes.</p></li><li><p>Remove the current method of adornment application. Replace it with a recipe application method. </p></li><li><p>Add these recipes in as new adornment books for each tradeskill: (Advanced Enigma of the Tailor Level 25) (Recipe: Primary Component (Any Level 25 Leather gloves crafted or otherwise) + Build Component (Hand Adornment) + Fuel) </p></li><li><p>Add a message in the chat window giving information about durability and progress ticks like those given in combat. </p></li><li><p>Increase the range recipes gray out to that of raid level range (15 levels).</p></li><li><p>Allow tradeskillers to scribe recipes up to 10 levels above their current level.</p></li></ul><p>The first three would take care of current problems like the current lack of recipes, the inequity in bonus experience, and the out dated imbuing recipes. </p><p>The current application of adornments does not fit the current tradeskill system. When an adornment is applied to something it creates a new object. Either a character needs special knowledge to create an object or they do not. </p><p>Please note in my example of a new recipe. When I write any level 25 leather gloves, that is how the recipes would be written. This is what happens when an adornment is being applied to an item.</p><p>Increasing the range to 15 levels would help get a few more crafting levels in before having to repeat recipes.</p><p>Would be nice as an a level 19 outfitter to scribe a few recipes from tailor, weaponsmith, and armorer. Infact it would be interesting to craft any recipes 10 levels above my current level (most of my crafters are around level 35 grinding out the same 2-4 recipes). </p>
grymmstone
02-15-2007, 02:06 PM
<p>I have posted this idea many times. It is concerning the perceived imbalance of harvest nodes. Since we still have imbues in game. I was thinking. What if SOE removed the imbue source from Ores, Stone, and Wood nodes, thus forcing people to harvest more shrubs, traps, and fish nodes to find the imbued source for the item being made?</p><p>With imbues being a harvest from all nodes the market is continually flooded with imbuables, and an armorer/jeweler/outfitter/etc. never have to touch a shrub or fishing hole.</p>
Lydiae
02-15-2007, 03:19 PM
<p>These are a few ideas more or less ripped off from Vanguard:</p><p>Tradeskill quests to take your specializations that offer tradeskill experience on completion. Quests has you make items from your new specialty to at least standard level, with raws supplied by the quest giver (or if it <i><b>must</b></i> be so, supplied by the quester), You turn in the items to complete the quest.</p><p>Quests to learn how to work with the new raws in each tier that offer tradeskill experience.</p><p>Work orders to grind for experience wherein the quest giver supplies the raws (only good for the specific quest) and you turn in the completed goods for fuel compensation, and maybe a little more. Experience for the quest itself is based on item quality. It should be harder to get pristine on these work order recipes. Since you turn them in for the quest, obviously items made for these quests cannot be sold on the broker, eliminating market flooding. Crafting actual items for sale or use might conversely offer no experience, again reducing flooding.</p><p>Upgrade raws crafters can combine with dropped or crafted gear to improve them a bit with various stats, procs or colors.</p><p>More crafting gear like clothing, jewelery, spell buffs and tools that give crafting related bonuses.</p>
<p>Something that wouldn't bother me as much as some would think would be to remove all harvests and make all materials be mob body drops.</p><p>This assumes one thing though</p><p>Handcrafted = treasured, mastercrafted = legendary and fablecrafted = fabled</p><p>and</p><p>remove all existing recipes as they currently exist and make it so we can just 'learn' how to craft the items found in the wild.</p>
Illmarr
02-15-2007, 04:18 PM
<p><span style="font-family: verdana,geneva">I'd like to see the reaction counters process looked at. If you fail to counter a reaction, you should experience a critical failure. Many times I've missed an event and gotten a critical sucess with a pair of green numbers floating above the forge. This should <u>never</u> happen. Likewise, when sucessfully countering an event, I should not see a decrease in durability even if I counter with a combination of +Progress/-durability or sucess buffs. And bring back death by crafting.</span></p><p>I'd also like to see lower tier arts be able to be placed in the queue instead of just getting the message that it's already under the influence of a more powerful art.</p><p>I'd like to see imbues stay in the game, and even expanded to include the currently unimbuable sets of legs/chests. I am very pleased with the comming change that will allow imbued items to be adorned.</p><p>If possible, scale the amount of progress it takes upward each tier to complete an item. That will make it more logical that it will take longer to make T7 items than T2 items due to your experience and skill.</p>
Deson
02-16-2007, 12:49 AM
Component pouches for those that use them. it's actually getting pretty annoying keeping enough spell components in my actual inventory and I'd like to just have them off in my ammo slot in such a pouch.
Phylok
02-16-2007, 10:53 AM
Simply put, the ability to change out your tradeskill to a completly different one.
<p>I've seen this mentioned and it makes some sense, so this isn't a Raston original <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Factional Crafting.</p><p>Now, for the Raston original stuff <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Basically my thoughts on this is to create class based gear(yes, I'm still on this <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />). Each faction is 'responsible' for a series of classes based on their arch type (fighter, healer, scout, mage, crafter) and are only available (no trade) when the crafter reaches certain status with the organization. (the order may be out, I can't remember the exact order, but follow the basics <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />)</p><ul><li>Kindly = handcrafted - same as our hand crafted only availabe for the x5 of a tier instead of x0.</li><li>amiable = Mastercrafted - similiar to our current master crafted, only for the x7 of a tier instead of x2 and scaled accordingly.</li><li>friendly = legendcrafted - requires multiple rares, drops off of named, etc. requires x9 of a tier to wear. Not sure if this should be tradeable or not... would have to test to find out to be honest.</li><li>ally = fablecrafted - requires raid oriented drops and require 2x the progress to complete! Also, these should all be on commission basis since the component should be no drop. The process has the chance (low that it is) of providing the crafter with a special component to craft their own crafting gear with (ie, like a chest drop). requires x9 of a tier to wear.</li></ul><p>basically the concept is that as you move your way up the organization, you obtain the ability to access their secrets. Note, fabled crafted SHOULD NOT BE x4 quality, I'm thinking more in line with x2 quality here, thus a little easier to get. And should be considered 'starter' raid gear for those who are interested in getting into raids. In no way am I suggesting (and I continue to emphasis this to get it through some peoples heads <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />) something crafted should be on the quality level of say the Shadowfire gear, or relic, or the fabled class gear.</p><p>This would also open up some recipes for crafters to crafters as well, so it provides a means for us to get our crafting gear as well. It also requires adventuring to get the status with the organizations, or perhaps craftable writs from the other groups as well. Regardless, it would be a major timesink to get ally each organization that one would want to get ally with (especially with 150 faction a pop <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />). But it would also provide the foundation to get the gear crafters would need to make the harder stuff as well. For example, a person in handcrafted or no crafted gear shouldn't even attempt a fablecrafted item (ie, it should be like going against a raid mob in handcrafted). The events should be stacked against you, after all you are attempting to create something of epic value, it should be an epic battle to succeed <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Deson
02-18-2007, 12:17 AM
Wands reworked. Make the current type into a charm slot clicky and add a new type that procs on cast.
Sorenias
02-18-2007, 12:42 AM
<p>Hi!</p><p>I am a level 69 tailor and I am sure to get level 70 very soon. I have a few ideas I would like to share. I will break it up into two main sections. First what I find most tedious, or rather, the biggest disincentive to bother with my chosen profession beyond achieving level 70. Second, what I think would be a delightful way to spice things up if the first cannot be changed.</p><p>First, the biggest disincentive to continue playing is that the only thing that I can practically do is tailor and make the same things over and over. Sure, I have made a fortune thus far, but it is dull. Thus, I would like to see the following:</p><p>1. Option #1: Change the structure of when a crafter must specialize. As it stands, you choose specialties at levels 9 and 19. I would like to see that increased by 10 levels. I will use the tailoring path as an example. One begins as an Artisan, then at level 9 one must choose Outfitter, and finally at level 19 one must choose tailoring. I suggest that be changed to: Artisan to level 19, then Outfitter to 39, whereupon one chooses tailoring. I would add that there would be no opposition from me if one didn't choose their final specialization until 49/50. This is to broaden the scope of items that can be crafted by any one player and help break up the tedium. This I would be my favored option.</p><p>2. Option #2: Remove all specializations and have only Artisan. I would like to say that I know many would like to see a return of some level of interdependency as it was at launch. To that point I can only say that it was a wonderful idea on paper, but in function that interdependency does not work. Players simply do not like it on the whole, I know that I certainly do not. There will be many to object to this idea for fear of a flood of people becoming artisans. Fear not! The tedium of the tradeskill process is prohibitive of this occurring in my opinion.</p><p>Second, if the above changes are too much, then consider methods to spice up crafting. I have two ideas for this:</p><p>1. Idea #1: I get really tired of making the same looking thing over and over. I think a great idea would be to introduce styling types. For example, add the ability take a piece and give it flare or individuality. I suggest adding styles such as Sylvan, Thexian, Qeynosian, and so on. I would even introduce racial stylings; ei. High Elf, or perhaps simply Elven. Styling ability starts at level 25, at which point you receive 1 style. The crafter receives one new style every 10 levels thereafter. Furthermore, these styles must be quested for. This would amount to nothing more than skin swapping in terms of codding for the devs.</p><p>2. Idea #2: Ceremonial Equipment. This is equipment that has no stats, and is simply for show. This is for the RP'ers out there. In order to facilitate some level of prestige associated with the different looks, increase the costs to create them. For armor, these would simply be chest pieces that overwrite your normal armor appearance to create a unified appearance, much the same way as a robe and some Monk chest pieces do. There should be Ceremonial Swords, Jewelery, Helms, Circlets and so on. This is so that every crafter can make some things. Just think of what can be done. I realize that this isn't the greatest idea, but I like it because when I am running around town, I love to don the current dresses that we tailors can make. I thought it was a great idea to add them and would like to see it expanded on for all crafters. Fluff, yes... but fun fluff!</p>
Shonshazzitt
02-18-2007, 07:02 AM
<cite>Deson wrote:</cite><blockquote>Wands reworked. Make the current type into a charm slot clicky and add a new type that procs on cast. </blockquote> That or have both kinds available, the choice as to what your looking for, either clicky, or proc on a hostile spell
Deson
02-18-2007, 07:08 AM
Was thinking that but left it broad because I was thinking of it in conjunction with something else. Figured a slight change in the current clickys would make them excellent sage craftables on the same level as the hex dolls.
Khaerie
02-18-2007, 07:09 AM
<p>****MOVED TO PROPER AREA**** </p><p>Hiya!</p><p>First time poster so please be gentle. I am often very frustrated by the fact that I have to fill up my vaults with supplies to make my crafts. Then I'm expected to share the same vault space with my weapons and knick knacks.</p><p> In real life (yes I know this is not real life) we take down our Frostfell decorations and place them in a storage box until the next year. Guess what, no room. I like collecting some of the knick knacks I find from the years past. What's the problem? No room!</p><p> I have two suggestions that might help.</p><p>One: Create supply closets that are strictly for harvested items. Two: Storage Chests for those nifty craft ideas that you keep throwing our way for seasons.</p><p> I know you are always watching for space on the hard drive but this really would enhance the gaming experience. This way your home crafters don't have to keep running back and forth between home, shop and vault to try and find room for things.</p><p>Anyone need a tree? (Kidding, you can't have it)</p><p>Khaerie</p> <b>Didi</b> Forum User Joined: Nov 10, 2004 Messages: 4227 Offline <p>I do feel your pain! I'd love to have some kind of seasonal storage for this kind of thing.</p><p>A couple tips that I use, which may or may not help you ...</p><p>1. Buy the biggest strong boxes you can for your bank, obviously</p><p>2. Larger houses have more house vault space - a house vault is basically just extra bank slots, only you access them by clicking on the door of your house (while you're inside) instead of at a banker. This tends to be good for the house decoration/seasonal stuff you won't want to get at frequently. <a href="http://eq2.eqtraders.com/articles/article_page.php?article=g69&menustr=070000000000" target="_blank" rel="nofollow">This chart</a> shows you what houses have how many vaults.</p><p>3. For house items you want to store, if you have free alt slots, you can just create an alt, buy a house for them, make your main character a trustee of it, and stick all the seasonal stuff in there. I'd suggest naming the alt something that will remind you they're storing things for you, however, to be sure you don't forget and delete the alt without thinking! Don't forget, you don't even have to pay the rent till you want to get the stuff out of the house again ... so you could pay the rent once in January to put your Frostfell stuff in, and not pay a copper again till next December till you want to get it out.</p><p>4. Since only one character per account per server can sell things on the broker, you can use your other characters' broker space as storage. Get some rosewood strong boxes (or even cheap consignment sales containers, if you have the rares to spare) and stick your items to be stored in your alts' broker space. As long as you don't list any of it for sale, it won't interfere with your main character selling things, and can just sit quietly in storage till needed. Again, access to the stuff isn't very convenient so I wouldn't put things in there you'll want to get often, but it's fine for seasonal storage.</p><p>5. Rather than buying one 5-room mansion for my main and leaving all my alts in 1-room newbie inns, I buy a 2 or 3-room home for each alt that I play any significant amount. This means more rooms and more house vault space overall, for much less coin and status, giving lots more room to store items in.</p><p>Those are my tips anyway, perhaps some of them will help you a bit!</p><p>Your ideas are excellent. Some I already do but a couple I have yet to consider and will implement them.</p><p>I am stating the downside in the hopes that one of the wonderful techs will consider these points.</p><p>Using these ideas actually use more memory on the server then the two things I suggested. It also takes away from the game play since instead of staying "in character" you have to switch around all over the place and trade back and forth. This can lead to longer delays in play as well as potentially causing difficulties on a technical side for players (I have an old computer) and potentially for servers.</p><p> I have to wonder how many alts would disappear. This would also leaves room for more fun times with characters that do more then collect dust as well as potentially decrease the database needs. It takes more data to store the character with all that it has, including the rooms, then it would to simply create these two useful storage suggestions. Even one of the suggestions would go a long way in saving space and aggravation for both player and database. Bonus! Less database used would also speed up the game. For you speed jockeys that have the best in computers it may or may not help you. For us slow pokes it might make a world of difference.</p><p> More feedback, this was great!</p><p> Khaerie</p><p>****MOVED TO PROPER AREA****</p>
Oakleafe
02-18-2007, 11:20 AM
A few thoughts ... I'd like to see more parity between the tradeskill classes. Obviously, without a major re-write we can't have all the classes have the same number of recipes as a sage, for example, but we could at least start by having the same value crafting spells and damage. The spell difference between a carpenter and a weaponsmith, for example is huge and does make a difference between success and failure (and so, to some, means that they will or won't continue crafting). Also even out the raw usage, so all classes use the same sort of amounts per crafted item (maybe incorporate the return of raws idea mentioned earlier in the thread, but giving the larger returns for the crafting that uses the most raws - a reward system for making pristine). Players chose the craft they wish to follow due to necessity or an actual interest, so I'd rather not have them put off by poor spell balance and lack of raws. A bit of equality please. I have mulled over the idea to have the crafting XP to be pro-rata, i.e. If a sage at level 40 gets 12 recipes and a carpenter gets 2, it would mean that the sage would get less XP per item when compared to the carpenter BUT that if both crafters made all of their recipes they would level up at the same rate. Suspect this might be considered too difficult to code. If all classes did level at the same rate, then the issue of raw usage would be less. I'd echo the ideas mentioned earlier regarding faction based crafting. Just like to add that this could be phased in by letting us craft items that currently exist and are currently bought from factions. i.e. Give crafters more chance for more recipes without the need to design the end product, as they already exist. WOOD WORKER I'd like to see an introduction to items such as musical instruments to be made for Bards, to be used in the charm slots to increase their musical powers (there were drums and flutes pre-nerf, but these were non-functional items). Tailors make Hex Dolls, Jewelers make symbols and the like, so I guess I'm pushing for a Wood working equivalent of those. Obviously needs more thought, so that it's not just bards that benefit, just was an obvious one to pick. (BTW, I know they make totems already - I was thinking of a more permanent item that boosted specific class traits). Maybe a lucky charm that increases critical chance on ranged items? Would help a few more classes. An effigy for priests and a poppet for mages? Or are these items drifting more towards carpentry? PROVISIONER Let them make alcoholic drinks. Bring back chocolate! How about letting them have advanced recipes, maybe not at all levels but as dropped recipes than use an imbue to add that special something. Actually, while on the subject I always thought it would be fun if there were provisioning specific rares, one for each tier maybe. Could be things like mustard, olives, saffron, anchovies, paprika, salt and pepper i.e. something added to make food more tasty. The idea being that it changes the food from being HIGH to SUPERIOR, or you could have it doubling the length the food lasts. Most of all though, it'd make a grind a bit more interesting. CARPENTERS It would be nice if more items were usable, rather than just giving lower rent. Chairs that can be sat in, beds that can be laid upon etc. We have bookshelves where books can be placed (sometimes a bit fiddly, but possible) so how about adding wardrobes, for storing clothes (not for sales, but for personal use)? Cupboards? A chest to store more than old skulls? Sort of links into the earlier post regarding storage space issues. More recipes would be nice, but that can be said for all non-scholar classes. ARMOURERS, TAILORS & JEWELERS Just to repeat the earlier post about letting them make ceremonial type items. Could be linked to the idea of them making faction based items, as some factions sell clothing/armour already. Really just repeating the idea to back up a request for more items to craft, to make crafting more interesting and less of a grind. Taking tailors as an example, let them craft a whole level-1-just-for-dressing-up outfit rather than just the item that slots in the chest section. If all items are worn then you get the end results as now, but have the items made and worn in each of the slots. Would add an extra 12 recipes per 2 that currently exist. SAGE Should a sage be given a non-scroll item to make? Alchemists get to make scrolls plus potions, poisons etc. Jewelers make scrolls plus jeweler, symbols, belts and whatnot. I know sages make scrolls for two class lines, but for variety could they make something else too? Currently the Jeweler make the only tomes, so how about this switches to the Sage and expand the types he can make? I'd like a re-think on the adornments and who makes them. For example, it makes no sense to me that a weaponsmith makes ring adornments. I'd prefer it that either all classes make all adornments OR they make adornments specific to their class (and I'm not sure how this would leave provisioners, but at least it would make some sense). I think that most adornments could do with being increased, from what I've seen so far, to at least make them worth bothering about. At the moment they seem to be a bit love 'em or hate 'em. I'd also like to see an end to the randomness of levelling, as I think this would (in the long run) help bring broker prices back to affordable levels for the less-uber! In reaction to an earlier post I would like to keep the imbued items, and would even welcome an increase. For example, tailors can currently imbue a chest piece to give a random chance of a heal and leggings for a random chance of some damage. How about adding head gear with a random chance of power restore? Shoulder pieces with a random chance to cure disease? Or more types of damage, heat on leggings but poison on on boots and cold on gloves? Just a thought. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Shonshazzitt
02-19-2007, 02:54 AM
Coming up with some good idea in here people =) keep them coming <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />
DasUberFuzzy
02-19-2007, 03:23 AM
i'd like to get a set of dur and a set of progress at start, the first 10 levels with no +dur is a HUGE pain.
Calthine
02-19-2007, 04:15 AM
<cite>DasUberFuzzy wrote:</cite><blockquote>i'd like to get a set of dur and a set of progress at start, the first 10 levels with no +dur is a HUGE pain. </blockquote> I don't think it's that big of a deal for the 30 minutes you're in Tier 1 :p
Kegofbud
02-19-2007, 03:32 PM
No doubt, you don't need any pristine combines in T1 to level through it in no time. Just make one of everything you can until you hit level 10 and you won't make mucn of the available recipes anyway. The first tier should just be a blur.
DasUberFuzzy
02-19-2007, 04:15 PM
<cite>Calthine wrote:</cite><blockquote><cite>DasUberFuzzy wrote:</cite><blockquote>i'd like to get a set of dur and a set of progress at start, the first 10 levels with no +dur is a HUGE pain. </blockquote> I don't think it's that big of a deal for the 30 minutes you're in Tier 1 :p </blockquote> if its your main, yes, but my weaponsmith (my only outfitter) still makes my <20 cloth needs. also, it was very discouraging when i started to have to watch my dur slip away and could do nothing about it. it would also help teach people that there are +prog and +dur sets and they are different.
Calthine
02-19-2007, 04:28 PM
If your WS is making the below 20 cloth, s/he has both durability and progress arts. I don't really have a problem with people getting a full set of arts from the get-go. I just don't see it as a burning issue.
Devilsbane
02-19-2007, 08:45 PM
<cite>Calthine wrote:</cite><blockquote>If your WS is making the below 20 cloth, s/he has both durability and progress arts. I don't really have a problem with people getting a full set of arts from the get-go. I just don't see it as a burning issue. </blockquote><p> Oh course you, me, and other estabilished tradeskillers (at least one character with tradeskill lvl 20+) do not. It is the beginning tradeskillers and those completely new to the game that need a complete set. When you receive your first free tradeskill levels, I think the chat does mention the progress buffs. When I started there was no mention of them. So for my first 12 levels on my first character, I crafted without them. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Try adventuring without weapon, armor, and spell upgrades until you reach level 10. Even the level 6VV skeletons on the colony can kill you at level 9.</p>
FeyHammer
02-19-2007, 09:14 PM
Fuel prices can get to be a significant burden, especially at higher levels. How about letting common harvested wood work as fuel? So you could either buy fuel from the vendor, harvest wood yourself, or buy wood off the board. You would still need say 10 wood/combine so you would need a lot of wood. This would help make common harvested wood worth a bit more, but it would be capped since no one would pay more for wood, for fuel, than the price of fuel from the vendor. People who are willing to put in the time to harvest wood could get a more reasonable return on their effort. It seems like common wood right now is close to worthless.
Shonshazzitt
02-25-2007, 11:18 AM
<p>OK some of the other ideas i have seen are: Tradeskill AA Trees</p><p>Different procs on weapon imbues ie: cold, heat, poison etc to up the amount of available recipes</p><p>Tradeskill quests such as the one in the Mara adventure pack.</p>
Shonshazzitt
02-25-2007, 02:04 PM
Another one that I have heard was lowering the cost of the home tradeskill benchs that you get from the city merchant.
Ogrepalad
02-26-2007, 11:16 AM
<p>I didn't read the whole thread, sorry.</p><p>Three basic things.</p><p>1) We have to be able to craft better things. I did see this mentioned above. At the end of the day, all we are good for is toons leveling up. I get a smattering of weapon orders, usually as folks level their alts into the 60's, but that is it. SOE has had the idea before--we had wyrmslayer weapons in T5, and we had rubicite weapons--yes, I even made one once. To truely be viable, we need to be able to craft legendary-quality gear. Of course these would require uncommon rares either taken off mobs, or harvested, in nasty places.</p><p> This ability would also help balance the adventurers out by giving another route to legendary gear. Right now toons are dependant on luck--and I continue to wear xegonite plate, my only remaining piece, despite run after run after run through OOB. I would buy something better, but I can't.</p><p>2) Tradeskilling aa's. I am slowly working my way through the xegonite discoveries--but I made level 70 long ago. It would be nice to be putting that exp to use. The aa could go along with the ability to craft better things--in fact, that would be the only thing that would not be in insult. I basically never fail on pristine any more anyhow. so I don't need aa to help me not fail.</p><p>So, you combine the existence of raws that can be made into better legendary gear (hard but not ridiculous to get) and the ability of craftsmen to aa exp to reach the ability to make them, and I think crafting will have a much better place in this game.</p><p>3) A much more radical idea. I will put it in the next reply.</p>
Ogrepalad
02-26-2007, 11:40 AM
<p>Here is my 3rd though.</p><p>Roll back crafting, to a way similar to what it was at the beginning, albiet with some tweaks to properly fix the problems that led it to be changed initially.</p><p>I have played this game (on and off) since it came out. For those who did not, a brief history lesson: Initially crafters could only make things--past beginner level--made by their primary skill---as a weaponsmith I could make edges, pommels, shods, crossguards, etc, and then all the final weapon combines. I could not make hilts using leather( tailors) staves(woodworker), ornaments(jeweler) or tempers (alchemist). Again, all this past level 10--up to level 10 you could make anything.</p><p>This created a very interdepenant crafting community, which included a great many players who primarily played as crafters (one of SOE's original promises for this game was that that would be a viable option). Once I finally got rolling I had a crafting partner who had a jeweler, alchemist, and provisioner. I harvested raws with my high level adventuring toon, and made for her the occasional weaponsmith item she needed (stud for certain jewelry, I think) and she provided me with the tempers I needed for every combine, and the jewelry items I needed (ornaments for daggers). The staves and hilts I got in trade from woodworkers and tailors.</p><p>However, SOE felt the need to change things--and they probably did need changing. Every class was too dependant upon alchemists for one thing--many crafters had alchemist alts, and most alchemists were sick of making tempers, and if you had to buy them off the broker you could not afford to craft, flat out period over. So SOE brought in the new tradeskilling recipes, requiring new skills--thurmagy, etc--which allowed every crafter the ability to make basic subcombines needed for everything.</p><p>Right there is where they put the first dagger in the heart of EQ crafting. They moved from an intense interdependancy to a complete independance, and just killed the crafting community. I know my crafting partner was bummed--I was happy I didn't have to bother her for everything, but she felt useless. (She eventually quit). This is where I think a partial approach might have worked better. They could have allowed an secondary tradeskill class per character. They could have introduced some subcombine recipes, but not all of them (alchemy especially--since alchemists also make spells, I doubt they would have grieved over the loss of the temper market). As it was, they threw out the baby with the bathwater. To be fair, this came at a time when SOE was realizing that EQ2 is not EQ1 in terms of impact on the gaming world--WoW is the big dog as far as $$$ goes (and you can craft some mighty fine stuff in WoW, btw).</p><p>The second big step came about a year ago, when they decided to get rid of all the subcombines, something I ranted against at the time. Now you just throw raws into the pot and hit the buttons and PRESTO!</p><p>I will grant you that this method does make it easier to fill orders. Someone mails me a xegonite, and some gold, and a scinitillating flower/stone/scale/tooth, and I made the xegonite weapon, the imbue it. Can take me as few as 5 minutes from mailbox to mailbox. But I still miss the old version of crafting, and I think people who really crafted to craft does. It really isn't that bad or hard to sit down on a Sunday evening and make up 20 staves, 20 crossguards, 20 hilts, and some tempers, and with the current state of weaponsmithing orders those will last a month or more.</p><p>So what do I suggest? Roll crafting back to the way it was when the game started, with several tweaks. The exp gain was tweaked, considerably--leave that tweaked because it used to be an incredibly slow crawl up the levels. Leave in the per 10 level subcombine books, but take enough out of them that there is a reason and a need for different tradeskillers--or else allow there to be better items made by combined work. Example, I can make a stave, and with it make a weapon, but I can make a better weapon with a stave a woodworker made for me.</p><p>I know these thoughts are radical, and probably will meet resistance, which is why I disconnected my first two suggestions. But these are my opinions on crafting.</p>
<cite>Ogrepaladin wrote:</cite><blockquote><p>Here is my 3rd though.</p><p>Roll back crafting, to a way similar to what it was at the beginning, albiet with some tweaks to properly fix the problems that led it to be changed initially.</p><p>I have played this game (on and off) since it came out. For those who did not, a brief history lesson: Initially crafters could only make things--past beginner level--made by their primary skill---as a weaponsmith I could make edges, pommels, shods, crossguards, etc, and then all the final weapon combines. I could not make hilts using leather( tailors) staves(woodworker), ornaments(jeweler) or tempers (alchemist). Again, all this past level 10--up to level 10 you could make anything.</p><p>This created a very interdepenant crafting community, which included a great many players who primarily played as crafters (one of SOE's original promises for this game was that that would be a viable option). Once I finally got rolling I had a crafting partner who had a jeweler, alchemist, and provisioner. I harvested raws with my high level adventuring toon, and made for her the occasional weaponsmith item she needed (stud for certain jewelry, I think) and she provided me with the tempers I needed for every combine, and the jewelry items I needed (ornaments for daggers). The staves and hilts I got in trade from woodworkers and tailors.</p><p>However, SOE felt the need to change things--and they probably did need changing. Every class was too dependant upon alchemists for one thing--many crafters had alchemist alts, and most alchemists were sick of making tempers, and if you had to buy them off the broker you could not afford to craft, flat out period over. So SOE brought in the new tradeskilling recipes, requiring new skills--thurmagy, etc--which allowed every crafter the ability to make basic subcombines needed for everything.</p><p>Right there is where they put the first dagger in the heart of EQ crafting. They moved from an intense interdependancy to a complete independance, and just killed the crafting community. I know my crafting partner was bummed--I was happy I didn't have to bother her for everything, but she felt useless. (She eventually quit). This is where I think a partial approach might have worked better. They could have allowed an secondary tradeskill class per character. They could have introduced some subcombine recipes, but not all of them (alchemy especially--since alchemists also make spells, I doubt they would have grieved over the loss of the temper market). As it was, they threw out the baby with the bathwater. To be fair, this came at a time when SOE was realizing that EQ2 is not EQ1 in terms of impact on the gaming world--WoW is the big dog as far as $$$ goes (and you can craft some mighty fine stuff in WoW, btw).</p><p>The second big step came about a year ago, when they decided to get rid of all the subcombines, something I ranted against at the time. Now you just throw raws into the pot and hit the buttons and PRESTO!</p><p>I will grant you that this method does make it easier to fill orders. Someone mails me a xegonite, and some gold, and a scinitillating flower/stone/scale/tooth, and I made the xegonite weapon, the imbue it. Can take me as few as 5 minutes from mailbox to mailbox. But I still miss the old version of crafting, and I think people who really crafted to craft does. It really isn't that bad or hard to sit down on a Sunday evening and make up 20 staves, 20 crossguards, 20 hilts, and some tempers, and with the current state of weaponsmithing orders those will last a month or more.</p><p>So what do I suggest? Roll crafting back to the way it was when the game started, with several tweaks. The exp gain was tweaked, considerably--leave that tweaked because it used to be an incredibly slow crawl up the levels. Leave in the per 10 level subcombine books, but take enough out of them that there is a reason and a need for different tradeskillers--or else allow there to be better items made by combined work. Example, I can make a stave, and with it make a weapon, but I can make a better weapon with a stave a woodworker made for me.</p><p>I know these thoughts are radical, and probably will meet resistance, which is why I disconnected my first two suggestions. But these are my opinions on crafting.</p></blockquote><p>OgrePaladin, pretty much my thoughts as well. </p><p>Where I would differ is leave everything like it was in the beginning (full interdependency) except allow worts to be made by the stack on a pristine (do it like ammo, 25/50/75/100). A few other things would need tweaked (like every class making their primaries... Scribes had it rough in that they couldn't make their own ink which had to be pristine). Add in the ability to 'buy' subs at a 'shaped' tier from the the wholesaler based upon your status with them (the higher the status, the higher the discount). Return the low yield nodes with the three strike rule.</p><p>The only thing I would really like to see changed beyond that would be to change crafting to match up with adventurering (ie, you are a weaponsmith from level 1, a armorer from level 1, not an artisan until 9). Then shift the pick the class at the character creation. 95% of all people who craft pretty much know what they are going to do when they create the character.</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.