PDA

View Full Version : Can Provisoners get some love?


Magius789
05-24-2007, 03:33 PM
Anyone who is a high lvl provisoner gets my utmost respect.  Arrows can be made by the 100's, potions can be made 10 at a time same with poisons, totems have 5 charges to them.  So why then can a provisoner at best make only two of one item.  Yes I know some items last longer than others and stat increase items usually have a shorter time than others.  When considering how many different materials we need to make things how about we get an increase in our output.  First bar gives us one item, second bar gives us three items, third bar gives us five items and the final bar gives us ten items.  That would make tradeskilling take an hour or so instead of a day if you want a decent amount of good foods.  Can the provi's get some love?  <img src="/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" alt="SMILEY" />

OakravenDesade
05-24-2007, 03:46 PM
I doubt it, give the number of items a provisioner can make already I dont think they are too interested in going back and changeing the database to reflect any chang like that, That and they have been VERY reluctant to introduce mass production "Factories" to the game.

Nuhus
05-24-2007, 03:58 PM
Please no, that would flood the market. Foods low enough a profit as it is.

Looker1010
05-24-2007, 04:28 PM
Hmm, I remember when we had to make interims first and got ONE endproduct. I'm quite happy with things as they are now.

Iagan the Swart
05-24-2007, 05:20 PM
Agreed!  Provisioners are just fine the way they are.

Magius789
05-24-2007, 05:31 PM
<p>You guys have much more patience than I.  To make a single stack of 20 food seems to take forever!  Its so mind numblingly boring, I mean sure crafting has never been that exciting but I get my jeweler on...boom craft a few hours gain 7 lvls or so and I feel I've accomplished something.  Food seems to take forever and you can go through a stack in no time.</p><p>Edit:  You guys just don't wany any competiton on the broker!  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

cronar
05-24-2007, 05:31 PM
<p>only wish that they would put some advanced provisioner scrolls into the treasure system.</p><p>Would be kinda neat to have some rare recipes in the world.</p>

Valdaglerion
05-24-2007, 06:14 PM
<p>We dont need love by making it easier or more mass productive. We need love in the way of advanced recipes and rares from the bushes to make them.</p><p> I want to make some spicy recipes that add better stats and last longer, maybe something that procs as the ingredients change during consumption. That would be hilarious - </p><p> The rare bean burrito proc...LOL...what a gas....</p>

Nuhus
05-24-2007, 06:17 PM
<cite>Valdaglerion wrote:</cite><blockquote><p>We dont need love by making it easier or more mass productive. We need love in the way of advanced recipes and rares from the bushes to make them.</p><p> I want to make some spicy recipes that add better stats and last longer, maybe something that procs as the ingredients change during consumption. That would be hilarious - </p><p> The rare bean burrito proc...LOL...what a gas....</p></blockquote>Duration has a similar effect as mass production.

Looker1010
05-24-2007, 10:01 PM
<cite>Valdaglerion wrote:</cite><blockquote><p>We dont need love by making it easier or more mass productive. We need love in the way of advanced recipes and rares from the bushes to make them.</p><p> I want to make some spicy recipes that add better stats and last longer, maybe something that procs as the ingredients change during consumption. That would be hilarious - </p><p> The rare bean burrito proc...LOL...what a gas....</p></blockquote><p>Suggestion that would both give provisioners a chance at rares AND get food bushes harvested by everyone. Put random rares on food plants. In other words, a chance for any of that particular tier's rares to spawn on food plants. I guarantee you we'd see the end of a sea of unharvested bushes.</p><p>Comments? </p>

Polyneikes
05-25-2007, 07:00 AM
I like the seas of unharvested bushes <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I don't get the feeling that provisioning is a problem; I am still levelling (currently Tier 6) and currently make 120+ items before I level up. As every single item has either a practical use for me, my mates, or sells for profit on the broker, leveling my provisioner <b>really</b> feels worthwhile.

Rooklin
05-25-2007, 09:51 AM
<p>My Provisioner is level 55 and holding.  I spend more time making T1 - T4 (no xp) foods by far than anything that is giving me xp.  And why would I do that some may ask?  Because I don't look at leveling as the main goal of tradeskilling, I look at sales.  I'm clearing almost 2p a day on food sales in the T1 - T4 range.  Granted that isn't the greatest profit to be had in the game, but its not shabby.</p><p>So, for my two cents worth, leave Provisioning as it is.</p>

Phoxtrot
05-25-2007, 10:44 AM
<cite>Looker1010 wrote:</cite><blockquote><p>Suggestion that would both give provisioners a chance at rares AND get food bushes harvested by everyone. Put random rares on food plants. In other words, a chance for any of that particular tier's rares to spawn on food plants. I guarantee you we'd see the end of a sea of unharvested bushes.</p><p>Comments? </p></blockquote> Hum, random rares in bushes would be nice, or even just some new "no-practical-use but high resale value" curiosity items that give AA the first time you find them.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Looker1010
05-25-2007, 01:57 PM
<cite>Magius789 wrote:</cite><blockquote><p>You guys have much more patience than I.  To make a single stack of 20 food seems to take forever!  Its so mind numblingly boring, I mean sure crafting has never been that exciting but I get my jeweler on...boom craft a few hours gain 7 lvls or so and I feel I've accomplished something.  Food seems to take forever and you can go through a stack in no time.</p><p>Edit:  You guys just don't wany any competiton on the broker!  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p></blockquote> I don't sell any of the food and drink I make so the broker is not a factor for me.

Rashaak
05-25-2007, 02:34 PM
<cite>Looker1010 wrote:</cite><blockquote><cite>Valdaglerion wrote:</cite><blockquote><p>We dont need love by making it easier or more mass productive. We need love in the way of advanced recipes and rares from the bushes to make them.</p><p> I want to make some spicy recipes that add better stats and last longer, maybe something that procs as the ingredients change during consumption. That would be hilarious - </p><p> The rare bean burrito proc...LOL...what a gas....</p></blockquote><p>Suggestion that would both give provisioners a chance at rares AND get food bushes harvested by everyone. Put random rares on food plants. In other words, a chance for any of that particular tier's rares to spawn on food plants. I guarantee you we'd see the end of a sea of unharvested bushes.</p><p>Comments? </p></blockquote><p>My question is...there is already 5+ hour food/drink items available...that provide + to stats....so how would applying 'rare' food/drink work really? What kind of rares could their be? How would they benefit the adventurer?</p>

Nuhus
05-25-2007, 02:48 PM
<p>If they added rares in, durations not the way to go at all. It either needs to be more stats or other benefits. </p><p>As far as profit, I never sold food before GU 24. The amount of food you generate doesn't have a whole lot to do with competition. You can choose to sell on the market or not to. </p>

Off
05-25-2007, 03:05 PM
<cite>Rashaak wrote:</cite><blockquote><cite>Looker1010 wrote:</cite><blockquote><cite>Valdaglerion wrote:</cite><blockquote><p>We dont need love by making it easier or more mass productive. We need love in the way of advanced recipes and rares from the bushes to make them.</p><p> I want to make some spicy recipes that add better stats and last longer, maybe something that procs as the ingredients change during consumption. That would be hilarious - </p><p> The rare bean burrito proc...LOL...what a gas....</p></blockquote><p>Suggestion that would both give provisioners a chance at rares AND get food bushes harvested by everyone. Put random rares on food plants. In other words, a chance for any of that particular tier's rares to spawn on food plants. I guarantee you we'd see the end of a sea of unharvested bushes.</p><p>Comments? </p></blockquote><p>My question is...there is already 5+ hour food/drink items available...that provide + to stats....so how would applying 'rare' food/drink work really? What kind of rares could their be? How would they benefit the adventurer?</p></blockquote>Rare food and drink would give better stats than what is already available to us, even if the duration was for a shorter amount of time.  Of course those numbers/timers would increase based on the level on the rare item. 

VolgaDark
05-25-2007, 03:06 PM
Increasing yield? Omg please no! We cook way too fast as it is! Placing random Rare on bushes’ nodes? Each time I see this idea proposed I always have to add my “yep, I like it” to it. Making provisioners use rares to craft? Omg please NO. I mean seriously…. just how uber would the food/drinks have to be to justify using rare for it? Insane stats? Forget it, the combat content Devs would never agree to it. So maybe insane duration? Ok, but then what would be a point or ever making non rare food/drink if I could get hmmm 50? 100? hours out of rare one. What about a compromise? Forget rare recipes but maybe being able to Imbue wouldn’t be too bad. Not sure …. Just kind of thinking at work. The stats we add to food/drinks are pretty nice already, but with crafting changes we lost the “plus power/health” food/drinks everyone used to love so much. (I gave a friend of mine couple of pre-nerfed MCB’s and I think he gave me his first-born signed in blood, yep people used to love them) So what if we could take hmmm maybe 5 drinks or foods at a time and Imbue them with plus to power for drinks and health for foods. Would it be unbalancing for the game in some way? Would other crafter resent us for using Imbuing semi-rares for non-permanent products and most likely driving up prices for stones, flowers, teeth and fish scales?

EQTTEQ
05-25-2007, 04:13 PM
<p>For provi love, what if the use of the rare went something like this:</p><p> Take a 'normal' recipe... put a rare in it... get a <b>STACK</b> of food with added int/wis or str/agi. The production of a stack would help offset the value of the rare. </p><p>This way, the provi gets out of the kitchen faster if they want, and has more to show for their efforts. I'd personally pay more for my screewoggins surprise, especially if it had an added surprise.</p>

Looker1010
05-25-2007, 06:08 PM
Rashaak wrote: <blockquote><p>Snip </p><p>My question is...there is already 5+ hour food/drink items available...that provide + to stats....so how would applying 'rare' food/drink work really? What kind of rares could their be? How would they benefit the adventurer?</p></blockquote><p>Having a level 70 provisioner I'm aware of what can be made by us. I'm sorry if I didn't make myself clear. </p><p>What I'm suggesting is that, at any tier, there be a chance to harvest that tier's rares from a food plant, for example: T3 food plants would also randomly spawn one steel cluster, dandelion fiber, rough jasper, paladium cluster or curiboilli hide. The rares on food plants would spawn as often as they do on the normal nodes that give them and the spawn would be random so you would never know what you might get.</p><p>I'm not suggesting, nor do I want provisioner recipes that require rares. I like thing just as they are, except that it would be nice to get an occasional rare harvesting all those food plants. </p><p>And another thing. To me stones, flowers, fish scales and teeth are NOT rares. If you cannot make a product with it, it's not a rare and those items can be used ONLY to embellish an existing item. Call them "special" or something, and stop playing the You Got A Rare music when we didn't get a rare.</p><p>*steps down off the soapbox for now* <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p>

Rashaak
05-25-2007, 06:18 PM
<cite>Looker1010 wrote:</cite><blockquote>Rashaak wrote: <blockquote><p>Snip </p><p>My question is...there is already 5+ hour food/drink items available...that provide + to stats....so how would applying 'rare' food/drink work really? What kind of rares could their be? How would they benefit the adventurer?</p></blockquote><p>Having a level 70 provisioner I'm aware of what can be made by us. I'm sorry if I didn't make myself clear. </p><p>What I'm suggesting is that, at any tier, there be a chance to harvest that tier's rares from a food plant, for example: T3 food plants would also randomly spawn one steel cluster, dandelion fiber, rough jasper, paladium cluster or curiboilli hide. The rares on food plants would spawn as often as they do on the normal nodes that give them and the spawn would be random so you would never know what you might get.</p><p>I'm not suggesting, nor do I want provisioner recipes that require rares. I like thing just as they are, except that it would be nice to get an occasional rare harvesting all those food plants. </p><p>And another thing. To me stones, flowers, fish scales and teeth are NOT rares. If you cannot make a product with it, it's not a rare and those items can be used ONLY to embellish an existing item. Call them "special" or something, and stop playing the You Got A Rare music when we didn't get a rare.</p><p>*steps down off the soapbox for now* <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p></blockquote>So what about new rares be introduced for Provi's? Such as rare spice's, that make the same food or drink product but maybe provide a resist?

Looker1010
05-25-2007, 06:27 PM
<cite>Rashaak wrote:</cite><blockquote><cite>Looker1010 wrote:</cite><blockquote>Rashaak wrote: <blockquote><p>Snip </p><p>My question is...there is already 5+ hour food/drink items available...that provide + to stats....so how would applying 'rare' food/drink work really? What kind of rares could their be? How would they benefit the adventurer?</p></blockquote><p>Having a level 70 provisioner I'm aware of what can be made by us. I'm sorry if I didn't make myself clear. </p><p>What I'm suggesting is that, at any tier, there be a chance to harvest that tier's rares from a food plant, for example: T3 food plants would also randomly spawn one steel cluster, dandelion fiber, rough jasper, paladium cluster or curiboilli hide. The rares on food plants would spawn as often as they do on the normal nodes that give them and the spawn would be random so you would never know what you might get.</p><p>I'm not suggesting, nor do I want provisioner recipes that require rares. I like thing just as they are, except that it would be nice to get an occasional rare harvesting all those food plants. </p><p>And another thing. To me stones, flowers, fish scales and teeth are NOT rares. If you cannot make a product with it, it's not a rare and those items can be used ONLY to embellish an existing item. Call them "special" or something, and stop playing the You Got A Rare music when we didn't get a rare.</p><p>*steps down off the soapbox for now* <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p></blockquote>So what about new rares be introduced for Provi's? Such as rare spice's, that make the same food or drink product but maybe provide a resist? </blockquote>I don't know what, if anything, is planned for that sort of rare so I cannot comment.

Ba
05-25-2007, 07:30 PM
<p>What if you could find a food rare (eg: a "handful of superb quality everfrost coffee beans") that would let you craft a full stack (20) of any recipe that uses the common version as its main ingredient in ONE craft attempt? (with perhaps an added +25% bonus to base duration??)</p>

EQTTEQ
05-25-2007, 07:38 PM
<p>OK, Bayl, you said it better than I did... </p><p>That is exactly what I was trying to say. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Te'ana
05-25-2007, 11:17 PM
<p>I am a level 68 provisioner and I get bored as heck crafting lousy stuff that doesn't sell with no stats from level ?0 to level ?5. Besides, with only two recipes per level you don't get much of a boost up to the next level by making original pristines, thus I have to make 100 or more combines to move up a level. That is a lot of time!  My other crafters move along with a LOT of recipes per level and nearly everything is useful. Even my carpenter can move up by making useful things like strong boxes to get past the stark levels. So those of you who think provsioning is just fine you must have made it to the top before the change to 2 recipes per level and the requirement for perfect attention to make two of an item.  I want to make 1,2,3, or 4 of an item and I want all recipes to have stats. I an live with shorter durations, but no stats means no sales.</p>

Nuhus
05-26-2007, 12:02 AM
Te'ana wrote: <blockquote> <b>you must</b> <b>have</b> <b>made it to the top before the change to 2 recipes per level</b> </blockquote>What are you talking about?

VolgaDark
05-26-2007, 06:15 AM
Te'ana The recipes with no stats are not worthless. Many crafters want only no-stat drinks while crafting. I still don't see what is so wrong with provisioners. We provide consumable product. At least our recipes work and our finished products do exactly what they should.

Allforgrog
05-26-2007, 10:52 AM
I don't mind the slow leveling or the need to craft in mass quantities to turn a decent profit, but it would be far more entertaining if there was a chance to find some decent rares in bushes and fishing nodes! If we could then use them to make something we could sell for a decent return on the broker, my interest in provisioning would increase 10 fold. So here is my, easily implemented, suggestion to SOE; Add new rares - sticks in bushes and scales in fishing nodes -  then create two Advanced Provisioner's cook books per tier with 5 recipes each. Each recipe should yield a charm slot item equal to that of a hex doll in stats, only work with food equiped and, when imbued, have a chance to cast something on the caster. Something along the lines of "pristine imbued XXXXXX fizzlestick of intellect", made from a rare stick, that comes with either INT or WIS stats and a chance to cast some sort power buff and a "pristine imbued XXXXX spork of strength", made from a rare fish scale,  that comes with STR, STA or AGI and a chance to cast a health buff.  

Lasai
05-26-2007, 12:59 PM
<p>I think Provisioner is pretty nice as it is.  The items sell, are consumable, and there are very few reward food items in game.</p><p>It is one of the few professions that can skill up AND make money while doing so.  I made 4 levels starting out just making Orange Wine.. it sold as fast as I could make it, and I was well into the next tier before I even started making next tier items.  I made around 3plat on 5hr no stat noob drinks, because nobody else was bothering to.</p><p>I look at lack of rares as a plus.  No rares, no rare books to buy, no rares to buy or worry about harvesting.</p><p>I have a Tailor, Armorsmith, Alchemist, Woodworker and Weaponsmith.  With the exception of my Woodworker, if something isn't mastercraft it is vendor or writ fodder, pure and simple.  I spend hours over-harvesting to try and accumulate the rares needed to actually make sales, and end up with gluts of 2c raws nobody else wants either.</p>