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View Full Version : Idea: Very Rare Event


trovan2
07-13-2007, 09:17 PM
<p>In Lord of the Rings, there is an extemely rare chance to get a certain event with tradeskilling. The event will take the item your making (armour, weapons, ect) and make it better than it should be. Not only that, but the name changes to a purple colour.</p><p>It would be neat to have an event like this. A one in a thousand chance or something. If it happens, you get the item one Teir better than it should be. For example, I make a T3 weapon and trigger the event. The item is still T3, but has T4 stats.</p><p>An item like this will have the Mastercrafted tag regardless if the orignal item was or not. Also, the Word "Exceptional" is put at the front of the item's name. Example: "Feyiron Chestplate" becomes "Exceptional Feyiron Chestplate".</p>

Raveller
07-16-2007, 01:45 PM
<p>I would rather see a new line of player craftable items that are better than Mastercrafted, maybe as good as Legendary (used to be that way <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />) rather than just some random lucky break.</p><p>There have been quite a few threads started in the past few weeks suggesting 'ideas' about additions to crafting that would be nothing more than a random lucky happenstance, rather than a player controlled event or the direct result of a player made decision. What is up with that? Is pre-school on summer break?</p>

CoLD MeTaL
07-16-2007, 06:41 PM
I have like 400 crafting levels across my toons and seen the 'favor of innovation', and the other one, like 4 times in nearly 3 years playing.  Stuff that rare isn't worth the time it takes to code it, IMO.

Calthine
07-16-2007, 07:00 PM
CoLD MeTaL wrote: <blockquote>I have like 400 crafting levels across my toons and seen the 'favor of innovation', and the other one, like 4 times in nearly 3 years playing.  Stuff that rare isn't worth the time it takes to code it, IMO.</blockquote> The rare events haven't been in the game since launch <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I do believe Friznick added them mid-2005.

CoLD MeTaL
07-16-2007, 07:06 PM
<cite>Calthine wrote:</cite><blockquote>CoLD MeTaL wrote: <blockquote>I have like 400 crafting levels across my toons and seen the 'favor of innovation', and the other one, like 4 times in nearly 3 years playing.  Stuff that rare isn't worth the time it takes to code it, IMO.</blockquote> The rare events haven't been in the game since launch <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I do believe Friznick added them mid-2005. </blockquote><p> OK, 2 years, not 3 years, and not many of my crafting levels were before mid-2005, but even lets say 80.  I actually have 480 levels as i added it up, so in 400 levels and 2 years, i haven't seen em 5 times, still too rare to justify the code.  IMO.</p><p>I am sure (and this is not toungue in cheek) I have you around to keep my jaded personality in check <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

mirage06
07-17-2007, 05:04 AM
I have yet to see this favor of innovation... 61 sage, 66 armorer, 66 alchemist, 45 jeweler. Deleted one t6 jeweler (long ago) and a t5 provisioner. Don't think I even started crafting till mid 2005 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Maybe one day lol

Calthine
07-17-2007, 05:49 AM
CoLD MeTaL wrote: <blockquote>I am sure (and this is not toungue in cheek) I have you around to keep my jaded personality in check <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></blockquote> That's my job, sugar <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I've gotten FOI perhaps 6 times.  Blew one once, too. 

evhallion
07-17-2007, 09:38 AM
<cite>trovan2 wrote:</cite><blockquote><p>In Lord of the Rings, there is an extemely rare chance to get a certain event with tradeskilling. The event will take the item your making (armour, weapons, ect) and make it better than it should be. Not only that, but the name changes to a purple colour.</p><p>It would be neat to have an event like this. A one in a thousand chance or something. If it happens, you get the item one Teir better than it should be. For example, I make a T3 weapon and trigger the event. The item is still T3, but has T4 stats.</p><p>An item like this will have the Mastercrafted tag regardless if the orignal item was or not. Also, the Word "Exceptional" is put at the front of the item's name. Example: "Feyiron Chestplate" becomes "Exceptional Feyiron Chestplate".</p></blockquote> How about instead of depending on the rare event, redo the system to make the raws able to add certain attributes ala SWG instead of set recipes with carbon copy items. Adding this raw will add to this stat but will decrease this one, this rare adds this but will disallow additional stats being added, etc. This type of crafting would add an uniqueness to items and make many more desirable. They could be custom built to certain classes and peoples desires. Of course something like this would require a total reworking of the system (a revamp) but in the end I think would make for a more desirable system.

Dagorgil
07-17-2007, 10:41 AM
Sarafan@The Bazaar wrote: <blockquote><cite>trovan2 wrote:</cite><blockquote><p>In Lord of the Rings, there is an extemely rare chance to get a certain event with tradeskilling. The event will take the item your making (armour, weapons, ect) and make it better than it should be. Not only that, but the name changes to a purple colour.</p><p>It would be neat to have an event like this. A one in a thousand chance or something. If it happens, you get the item one Teir better than it should be. For example, I make a T3 weapon and trigger the event. The item is still T3, but has T4 stats.</p><p>An item like this will have the Mastercrafted tag regardless if the orignal item was or not. Also, the Word "Exceptional" is put at the front of the item's name. Example: "Feyiron Chestplate" becomes "Exceptional Feyiron Chestplate".</p></blockquote> How about instead of depending on the rare event, redo the system to make the raws able to add certain attributes ala SWG instead of set recipes with carbon copy items. Adding this raw will add to this stat but will decrease this one, this rare adds this but will disallow additional stats being added, etc. This type of crafting would add an uniqueness to items and make many more desirable. They could be custom built to certain classes and peoples desires. Of course something like this would require a total reworking of the system (a revamp) but in the end I think would make for a more desirable system.</blockquote><p>This would also bring back the same problems we had in SWG.  Each item would require it's own serial number in the database.  As long as each time was in existance, the database would have to catalog and save every item created in the game.  Do you not remember how SOE kept complaining that people were creating weapon/armor/furniture displays in their shops instead of selling/destroying them, citing an increased database load?</p><p>Let's just be happy with what we have, and stop asking the devs to steal parts of games from others.  I wanted to play EQ2, not Matrix-Star Wars-Star Trek-Horizons-World of Warcraft-Everquest Super Cool Special Edition. </p>

Bramwe
07-17-2007, 11:07 AM
<cite>Raveller wrote:</cite><blockquote><p>I would rather see a new line of player craftable items that are better than Mastercrafted, maybe as good as Legendary (used to be that way <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />) rather than just some random lucky break.</p><p>There have been quite a few threads started in the past few weeks suggesting 'ideas' about additions to crafting that would be nothing more than a random lucky happenstance, rather than a player controlled event or the direct result of a player made decision. What is up with that? Is pre-school on summer break?</p></blockquote>There are recipes that drop in Emerald Halls to make Fabled items which can be sold although the list isn't too large and I am not sure if every TS class gets them.  The recipes and components can be sold/bought from the broker as well if you have the cash <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.   Basically look for the most expensive things on the broker right now. One weird thing about this is I was looking for Hardened Leaf Bracers the other day and they do not show up if you do a search for fabled or mastercrafted items which is weird since they are fabled and player made.  However, if I typed in the name there they were being sold for 80p or something ridiculous.

ZeroRavesOn
07-17-2007, 02:01 PM
I wonder if it would be possible to have an event along the rarity of the Flawless Cuts event, whereby it completed the item and added an adornment to the item upon completion.  Weapons could get something like a +4 DPS adornment, while armor could get an+ 40 vs slashing/crushing/piercing or something similar, and jewelry could get a +4 to all stats. Then, as with all other adornments, if you were to apply a new one, it would overwrite the rare event one.  I just wonder if something like this would be easily implementable, without requiring massive amounts of coding time.

Raveller
07-17-2007, 03:26 PM
How about just creating the adornment using a recipe from an existing enigma book? All of that is already in the game, Zero.

Rijacki
07-17-2007, 05:06 PM
<cite>Calthine wrote:</cite><blockquote>CoLD MeTaL wrote: <blockquote>I am sure (and this is not toungue in cheek) I have you around to keep my jaded personality in check <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></blockquote> That's my job, sugar <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I've gotten FOI perhaps 6 times.  Blew one once, too.  </blockquote>I've gotten it three times and one of those was while it was broken and not dropping rares.  I've gotten the Flawless 3 or maybe 4 time, too, and only once was it while crafting a rare.  I hate to say it.. but the special events, especially flawless and innovation, benefit the botters more than the real players since A- a bot can be set up to never miss an event, and B- a bot can craft a whole lot more hours than a human player.  The OP's idea would likewise benefit botters more than real players. As a side note, in response to something someone else said, while I -loved- experimentation and customising in SWG crafting (I was a top armorsmith pre-CU/NGE), it has no place in EQ2.  In addition, even while I was one of the crafters breaking the bounds of what devs thought would be possible (it was a challenging puzzle to me), I also realised that the crafting system as it was was "breaking" the game.  There wasn't any reasonable way to balance anything.  And, while I had 3 accounts and my boyfriend 2 (mostly for extra lots but also for the extra class to master merchant), I also knew what a nightmare their database was in.  SWG pre-CU crafting was the mecca for many crafters, but it wasn't sustainable there and doesn't belong here in EQ2. I will admit, though, when I was first reading, pre-release, about how the components in EQ2 would influence the final  combine, I did think in terms of SWG.  However, even in the days of subcombines, only the primary ingredient had any effect on the final product.  While I do want something more to differentiate crafters, I don't want it to be mainly RNG based and/or something that primarily rewards the afk players (those who run bots).

ZeroRavesOn
07-18-2007, 05:45 AM
<cite>Raveller wrote:</cite><blockquote>How about just creating the adornment using a recipe from an existing enigma book? All of that is already in the game, Zero.</blockquote>Putting a flat +DPS adornment on a weapon is preexisting, or Mitigation on any armor slot (on crafted gear)?  The OP referred to a system in Lord of the Rings Online, where crafted items are made better than they already are; I'm offering a way that could occur using a modification of the systems in EQ2.  The adornments that do exist aren't very flexible at all, which is understandable for the sake of balance.  +DPS is only on the neck and ranged slots, if I'm remembering correctly. Considering how ... well ... bad the t7 Mastercrafted is in relation to dropped gear, I think that in most cases, the dropped weapons still would win out (the only possible exception I can think of would be a ranger using a melee weapon with +DPS on it, as something strictly better than a lot of other dropped melee weapons).  It would just be a way to be randomly less bad in relation to drops.  We know what the relative value of the 'dug out of the ground' gear will likely be for t8 ... wouldn't this at least soften the sting a little? Of course, I don't know the implications or coding time that would be required to implement something like this ... just trying to put forth an idea in the vein of the OPs thought.  Personally, I'd rather they reevaluate the base of what 'dug out of the ground' gear should be, by actually making it useful ... or by having a level 72 required set and a level 80 required set, but the more ideas that are out there, the higher the odds that something better than what we've got now, is implemented.

Oakum
07-18-2007, 12:13 PM
<cite>Calthine wrote:</cite><blockquote>CoLD MeTaL wrote: <blockquote>I have like 400 crafting levels across my toons and seen the 'favor of innovation', and the other one, like 4 times in nearly 3 years playing.  Stuff that rare isn't worth the time it takes to code it, IMO.</blockquote> The rare events haven't been in the game since launch <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I do believe Friznick added them mid-2005. </blockquote>Yes, but I get a trash master a whole lot more often now then I get a favor of innovation. Since "rares" are no longer as rare as when they originally put the code in, there is no reason they can't bump up the chance of it happening to the same as harvesting rares is now.

Oakum
07-18-2007, 12:26 PM
<cite>Rijacki wrote:</cite><blockquote><cite>Calthine wrote:</cite><blockquote>CoLD MeTaL wrote: <blockquote>I am sure (and this is not toungue in cheek) I have you around to keep my jaded personality in check <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></blockquote> That's my job, sugar <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I've gotten FOI perhaps 6 times.  Blew one once, too.  </blockquote>I've gotten it three times and one of those was while it was broken and not dropping rares.  I've gotten the Flawless 3 or maybe 4 time, too, and only once was it while crafting a rare.  I hate to say it.. but the special events, especially flawless and innovation, benefit the botters more than the real players since A- a bot can be set up to never miss an event, and B- a bot can craft a whole lot more hours than a human player.  The OP's idea would likewise benefit botters more than real players. As a side note, in response to something someone else said, while I -loved- experimentation and customising in SWG crafting (I was a top armorsmith pre-CU/NGE), it has no place in EQ2.  In addition, even while I was one of the crafters breaking the bounds of what devs thought would be possible (it was a challenging puzzle to me), I also realised that the crafting system as it was was "breaking" the game.  There wasn't any reasonable way to balance anything.  And, while I had 3 accounts and my boyfriend 2 (mostly for extra lots but also for the extra class to master merchant), I also knew what a nightmare their database was in.  SWG pre-CU crafting was the mecca for many crafters, but it wasn't sustainable there and doesn't belong here in EQ2. I will admit, though, when I was first reading, pre-release, about how the components in EQ2 would influence the final  combine, I did think in terms of SWG.  However, even in the days of subcombines, only the primary ingredient had any effect on the final product.  <b>While I do want something more to differentiate crafters, I don't want it to be mainly RNG based and/or something that primarily rewards the afk players (those who run bots). </b></blockquote><p>The only way to end mass botting is make the crafting system dangerous again. More reactions with death possible but avoidable if someone is actually paying attention. You know, make it more intersting again, lol. Between increased danger and increased possibility of favor of innovatons, it would make people want to craft themselves more after all, its fun to get that master drop, that rare, or the innovations reaction which I havent had in a long time on any of my crafters.</p><p>When I am hitting the same buttons over and over, not moving around at all, and have absolutely no risk in doing it for my characters, I end up nodding off since not even rudimentary math is involved like with subcombines. I can understand while people do use bots. I end up taking naps after work sometimes now trying to lvl my woodworker, lol. It wouldnt be so bad but its while I am doing timed writs which doesn't work so well. </p>

CoLD MeTaL
07-18-2007, 12:56 PM
<p>Actually i don't think botting is much of a problem anymore.</p><p>1. nearly everything non rare we produce is total crap and worthless</p><p>2. with single combines, you would run out of storage space on your char before you got a significant amount</p><p>3. i don't see them in the instances much anymore</p>

dartie
07-18-2007, 12:58 PM
<cite>Oakum wrote:</cite><blockquote><b></b><b> </b><p>The only way to end mass botting is make the crafting system dangerous again. More reactions with death possible but avoidable if someone is actually paying attention. You know, make it more intersting again, lol. Between increased danger and increased possibility of favor of innovatons, it would make people want to craft themselves more after all, its fun to get that master drop, that rare, or the innovations reaction which I havent had in a long time on any of my crafters.</p><p>When I am hitting the same buttons over and over, not moving around at all, and have absolutely no risk in doing it for my characters, I end up nodding off since not even rudimentary math is involved like with subcombines. I can understand while people do use bots. I end up taking naps after work sometimes now trying to lvl my woodworker, lol. It wouldnt be so bad but its while I am doing timed writs which doesn't work so well. </p></blockquote><p> I think you overstate the case when you say this is the "only way," but I agree that adding some risk to crafting would help keep me awake (and *might* deter botters for a short while--though I suspect the bot programs would quickly respond to any changes introduced by SOE).</p><p>Man do I loathe working up my woodworker and armorer.  Grinding them up makes me cranky until I pass a certain threshhold of crankiness and then go to  sleep. </p><p>My woodworker just passed the phase of making 96 totems of the chameleon and the jaguar and is now stuck in the phase of doing the L50 writ over and over and over.  The most exciting point of the hour that I force myself to grind with her every evening is wondering whether it will be the sandalwood buckler or the sandalwood roundshield this time.</p>

Raveller
07-18-2007, 01:25 PM
<cite>dartie wrote:</cite><blockquote><p>Man do I loathe working up my woodworker and armorer.  Grinding them up makes me cranky until I pass a certain threshhold of crankiness and then go to  sleep. </p></blockquote><p>Only level grind while you have vitality. Once you've used up vitality, put that crafter away for a week while vitality recovers. This way, you only have to tolerate the grind in smaller doses. It's a lot less painful that way.</p><p>Plus, put off level grinding on those painful crafters until the exp reward is added to writs. That will make the whole thing go faster.</p>

dartie
07-18-2007, 02:17 PM
<cite>Raveller wrote:</cite><blockquote><p>Only level grind while you have vitality. Once you've used up vitality, put that crafter away for a week while vitality recovers. This way, you only have to tolerate the grind in smaller doses. It's a lot less painful that way.</p><p>Plus, put off level grinding on those painful crafters until the exp reward is added to writs. That will make the whole thing go faster.</p></blockquote><p> These are both good tips, but I suspect you haven't worked with a woodworker or an armorer recently if you think that grinding for one hour a night puts a dent into your vitality.  My woodworker has had the "Your vitality extends to the next level" for weeks now.  It's hard to use up vitality when you get 4 pristine bonuses per level (counting the rare recipes). </p><p>And yeah, I know I should wait for the xp bonus on the writs, but I'm sooooooooo close to being able to make those L53 arrows for my ranger.</p>

trovan2
07-18-2007, 04:10 PM
<p>I was crafting (alchy) yesterday and got a torrent of 15 reactions in a row ... almost ran my power bar dry ... was scary ...</p><p>Tinkering is REALLY boring ... what I do is set up my char with all the stuff, start tinkerin' then set up my laptop right in front of me and play a diff game. I watch how tinkering is going and restart the recipie when its done (I just let it run it's course since there is no difference in how good its done other than raw return). Makes it a tad bit more survivable, but it is annoying when gaining 10 skills of tinkering takes hundreds upon hundreds of raws. Not to mention the fuel cost is HUGE at higher tiers.</p><p>Anyway ... rant is over.</p>