View Full Version : When will the TS system catch up?
Oakum
05-30-2007, 01:19 PM
<p>The adventure side has had new spells and 100 AA with the last 2 expansions.</p><p>The tradeskill systm has had new recipies only.</p><p>When will the tradeskill side catch up in AA's? RoK? Before? Or will the disparity just be "overlooked" by the dev's indefinitely?</p>
OakravenDesade
05-30-2007, 03:54 PM
<p>AAs that do what exactly?</p><p>raise the odds of me geting pristeen from 99.9% of the time to 99.99% of the time? or make the process faster or safer? </p><p>Realisticaly their not going to speed up or simplify the process, the last thing they want to do is make it easy to macro and bot traidskills, or at least make it easyer than it currently is.(looks at the growing list of "people" who are clearly AFK Writ botting in the traidskill areas that I have reported already) </p><p>Also, I hate to say this, but the reality is that if I am going to have to chose between a Combat skill that helps me kill Mob X faster than its trying to kill me and my mates, and some traidskill ap that saves me from my monthey "oh well at least it sells for fule costs" then guess what I am picking. (granted its probably nice to be at the current cap in AAs)</p>
there is no reason for Tradeskills to 'catch up', how can you make the simplist activity in the game any easier?
Valdaglerion
05-30-2007, 04:54 PM
Until such a time that tradeskilling actually becomes useful in the game and difficult to do there is no need to make it any easier thereby making it actually more useless than it currently is.
Who says tradeskilling isn't useful? Just because you feel that in your opinion it is not useful to you, does not mean it isn't useful to others. As for the OP's question, I feel that tradeskill AA's are not necessary due to the fact that there is only so much we as tradeskillers can do within our trade. However, if there were AA's which would permit us to have more than one primary trade (not counting transmuting and tinkering, as those are secondary trades), that might be a different story.
Terron
05-31-2007, 09:15 AM
<cite>Oakum wrote:</cite><blockquote><p>The adventure side has had new spells and 100 AA with the last 2 expansions.</p><p>The tradeskill systm has had new recipies only.</p><p>When will the tradeskill side catch up in AA's? RoK? Before? Or will the disparity just be "overlooked" by the dev's indefinitely?</p></blockquote> The tradeskill system needs more recipes. It does not need AAs to make crafting easier, as it is already extremely easy once you are past the first tier or so. If some of those new recipes were harder to make then such AAs might be useful. Perhaps if no new crafting arts were added with the new tier, instead you could take AAs to boost the existing ones. But I'd rather see the time spent on adding good new recipes.
aardda
05-31-2007, 11:44 AM
<cite>Terron wrote:</cite><blockquote> The tradeskill system needs more recipes. It does not need AAs to make crafting easier, as it is already extremely easy once you are past the first tier or so. If some of those new recipes were harder to make then such AAs might be useful. Perhaps if no new crafting arts were added with the new tier, instead you could take AAs to boost the existing ones. But I'd rather see the time spent on adding good new recipes. </blockquote><p> AA's that award recipes? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>eg, outfitter/armourer tree with specialist branches of plate/chain/leather/cloth/shields?</p><p>further down each line you go, the better protection, better stats, better resists are possible, using the same artwork. Perhaps new art can be added for 'mastering' a specific line... </p><p>Would require a lot of work and would be very unlikely to happen... but anything is possible with enough imagination <img src="/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" /></p>
Deson
05-31-2007, 12:40 PM
<cite>aarddave wrote:</cite><blockquote><cite>Terron wrote:</cite><blockquote> The tradeskill system needs more recipes. It does not need AAs to make crafting easier, as it is already extremely easy once you are past the first tier or so. If some of those new recipes were harder to make then such AAs might be useful. Perhaps if no new crafting arts were added with the new tier, instead you could take AAs to boost the existing ones. But I'd rather see the time spent on adding good new recipes. </blockquote><p> AA's that award recipes? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>eg, outfitter/armourer tree with specialist branches of plate/chain/leather/cloth/shields?</p><p>further down each line you go, the better protection, better stats, better resists are possible, using the same artwork. Perhaps new art can be added for 'mastering' a specific line... </p><p>Would require a lot of work and would be very unlikely to happen... but anything is possible with enough imagination <img src="/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" /></p></blockquote>I'm not so much for new recipes in AP so much as enhancements. Crafter's marks that improve those very attributes mentioned on gear. That way, each crafter can pick AP that would enhance what was crafted in their own unique way. Since the way I see it working is adding an adornment like enhancement to a product, it would cover every applicable product a crafter made from handcrafted to fabled recipes. Being able to mark your gear in this way could make you really stand out to a segment of the customer base. Of course, I also believe a lot more changes have to happen to the core of crafting itself for this idea to be viable.
OakravenDesade
05-31-2007, 02:48 PM
<p>suposedly the database cant suport that level of detail because what they would have to do is go back and make 1 of everything to match the bonus that only you (and everyone else who goes down that tree) can put on it.</p><p>to give an example</p><p><a href="http://eq2players.station.sony.com/items/item_profile.vm?itemId=131767" target="_blank" rel="nofollow">http://eq2players.station.sony.com/...m?itemId=131767</a></p><p>Vs</p><p>that last number is the item Id </p><p><a href="http://eq2players.station.sony.com/items/item_profile.vm?itemId=131769" target="_blank" rel="nofollow">http://eq2players.station.sony.com/...m?itemId=131769</a></p><p>from what I understand the way items work is each item has an ID number a "Damage" value a "Made by" value and a serial number for internal tracking when someone clames an item was "stolen". Granted it may be posible for them to add in a "mod" value at a later date, but I would not hold my breath, they warned us a long time ago that Items are not like they are in some other games where you have a "base" item, and a series of modifiers to that base item (Ie No suffixes-prefixes., we may see a "Rusty" dager, a Dager, a "bone" dager and so on, but the game sees the "Anchient" "Stone" Sword as itemId=940, not as Item 940 + PrefAnchient + PrefStone</p>
Deson
05-31-2007, 02:59 PM
<cite>OakravenDesade wrote:</cite><blockquote>suposedly the database cant suport that level of detail because what they would have to do is go back and make 1 of everything to match the bonus that only you (and everyone else who goes down that tree) can put on it.</blockquote>That's why I said adornment like. Adornment's don't create a new item, it links an effect to that item. Practically speaking, it would be like adding an additional adornment to an item.
OakravenDesade
05-31-2007, 03:29 PM
my understanind of the reason why "adornments" work the way they do is because it becomes part of the charaters file, not the item record.
Deson
05-31-2007, 03:33 PM
<cite>OakravenDesade wrote:</cite><blockquote>my understanind of the reason why "adornments" work the way they do is because it becomes part of the charaters file, not the item record.</blockquote>It's the item record. Otherwise it would be a database nightmare for crafters that choose to pre-adorn items. If someone could post a link of an adorned item and the same non-adorned item,I think you see a slight mod in the item code. Been awhile though and I might me confusing it with something else. I do know that that links carry the adorn info on them so, that makes it a safe bet it's on the item.
dartie
05-31-2007, 03:36 PM
<cite>Deson wrote:</cite><blockquote><cite>OakravenDesade wrote:</cite><blockquote>suposedly the database cant suport that level of detail because what they would have to do is go back and make 1 of everything to match the bonus that only you (and everyone else who goes down that tree) can put on it.</blockquote>That's why I said adornment like. Adornment's don't create a new item, it links an effect to that item. Practically speaking, it would be like adding an additional adornment to an item. </blockquote><p>I'm not as convinced as many other crafters are that "many" changes need to be made to the system, but I would love to see something like an "auto-adorn" feature added via an AA tree for crafters. I think it's a great idea for tradeskillers. The possibilities for an elemental resist tree, a magical resist tree, a stat boost tree, a health boost tree, and a power boost tree are all intriguing to me. Since we can already do all of these things via adornments, I suspect that it is a manageable task. </p><p>But I also figure that it would have to be a very low priority at this point. I also don't think you can expect very much support for it, Deson. For every tradeskiller who is climbing up the crafting ladder and wants to make the process more fun and engaging, there are 20 L70 crafters who want to keep it dull and dreary so as to protect their stranglehold on the market. </p><p>My tailor is L62 right now and wants to make things more fun. But when he is 70, I suppose it will be in his interest to say, "Don't make things more fun! Crafting is too easy already! Don't jazz it up because then I'll end up with more people making dragonhide leather and competing with me on the broker." Such is life. </p>
Deson
05-31-2007, 04:21 PM
There will always be those people. I do think there is support where it matters though. The reason I think they need to do some serious work on classes before it happens is because for a good portion of those classes, there really isn't much you could give them. Until some fundamental changes are made to the base trades, any AP system is going to be a chaotically handled as adornment recipes.
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