View Full Version : GU37 & Tradeskills
Maroger
07-20-2007, 04:56 PM
I saw GU37 went up on Test but I didn't see anything in the notes about TS changes like TSXP for writs and new carpenter recipes? Have they been put off?
KnightOfTheWo
07-20-2007, 05:07 PM
<p>TRADESKILLS</p><ul><li>Crafted deity altars are no longer flagged "Lore".</li><li>Wuoshi's Molted Scale, Bark of Growth, and Seed of Growth are no longer flagged Lore.</li><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale"<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, simplifying bank space usage logistics. Existing flowers, teeth, and scales will not be renamed but can still be used. </li><li><b>Crafters now gain tradeskill experience from completing tradeskill writs.</b></li><li>Crafters who have respec'ed their crafting class and wish to exchange their crafting tool from the Village of Shin quests can now speak to Rai Faela Nurwin near the Village of Shin brokers.</li><li>The following tinker-made items are now tradable: gnomish flotation device, spring-loaded gnomish stilts, goggles of the bats, gnomish diving goggles, gnomish shades, full spectrum goggles, gnomish anti camo goggles.</li><li>The Dark Bargainers have noticed a business opportunity and moved to fill it! Neriak now has its own tradeskill faction and faction merchant. </li><li>Carpenters have removed the following recipes from their recipe books, as they are identical in appearance to other existing items: Maple Gnome Chair, Gnome thinking chair, Gukta ironwood shelf, Ornate bedside table, Burlap painting, Elegant bone chair, Fir trophy box, Ruckas rug, Bone shelf.</li><li>Tradeskill writs now award Dark Bargainer faction to Neriak citizens.</li><li>Tradeskill faction merchants will now sell in-home crafting stations to crafters whose efforts have sufficiently impressed them.</li><li>Kindling merchants not working inside the tradeskill societies are now stocking a wider inventory of recipe ingredients including cream cheese, cocoa, and sugar.</li><li>The Norrathian Carpenters' Guild has quietly retired the recipe for the Twisted Oak Table due to lack of demand (existing twisted oak tables will be unaffected).</li><li>The horned leather backpack recipe is now level 63.</li><li>Grandmaster's Elixir of Second Sight will no longer be removed when you zone.</li><li>The recipe for the teak oval table is now correctly named.</li><li>An intrepid band of single-minded interior decorators has ventured deep into what remains of the Misty Thicket, and returned bringing yet more furnishing ideas to the cities of Norrath.</li><li><b>Carpenters have discovered Steamfont hot springs heating technology! The carpenter-crafted moonstone pools now look slightly more desirable than the quested versions with similar appearance...</b></li><li>Jewelers across Norrath have discovered how to make pristine quality handcrafted and mastercrafted rings accept adornments!</li></ul>
<cite>Maroger wrote:</cite><blockquote>I saw GU37 went up on Test but I didn't see anything in the notes about TS changes like TSXP for writs and new carpenter recipes? Have they been put off?</blockquote>Hmm, I'm not sure why you don't see it, but it's there alright. I will try and copy/paste the TS notes. I put some of those notes you seemed to be missing in bold. Hope that helps <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> <p>TRADESKILLS</p><ul><li>Crafted deity altars are no longer flagged "Lore".</li><li>Wuoshi's Molted Scale, Bark of Growth, and Seed of Growth are no longer flagged Lore.</li><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale"<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, simplifying bank space usage logistics. Existing flowers, teeth, and scales will not be renamed but can still be used. </li><li><b>Crafters now gain tradeskill experience from completing tradeskill writs.</b></li><li>Crafters who have respec'ed their crafting class and wish to exchange their crafting tool from the Village of Shin quests can now speak to Rai Faela Nurwin near the Village of Shin brokers.</li><li>The following tinker-made items are now tradable: gnomish flotation device, spring-loaded gnomish stilts, goggles of the bats, gnomish diving goggles, gnomish shades, full spectrum goggles, gnomish anti camo goggles.</li><li>The Dark Bargainers have noticed a business opportunity and moved to fill it! Neriak now has its own tradeskill faction and faction merchant. </li><li>Carpenters have removed the following recipes from their recipe books, as they are identical in appearance to other existing items: Maple Gnome Chair, Gnome thinking chair, Gukta ironwood shelf, Ornate bedside table, Burlap painting, Elegant bone chair, Fir trophy box, Ruckas rug, Bone shelf.</li><li>Tradeskill writs now award Dark Bargainer faction to Neriak citizens.</li><li>Tradeskill faction merchants will now sell in-home crafting stations to crafters whose efforts have sufficiently impressed them.</li><li>Kindling merchants not working inside the tradeskill societies are now stocking a wider inventory of recipe ingredients including cream cheese, cocoa, and sugar.</li><li>The Norrathian Carpenters' Guild has quietly retired the recipe for the Twisted Oak Table due to lack of demand (existing twisted oak tables will be unaffected).</li><li>The horned leather backpack recipe is now level 63.</li><li>Grandmaster's Elixir of Second Sight will no longer be removed when you zone.</li><li>The recipe for the teak oval table is now correctly named.</li><li>An intrepid band of single-minded interior decorators has ventured deep into what remains of the Misty Thicket, and returned bringing yet more furnishing ideas to the cities of Norrath.</li><li><b>Carpenters have discovered Steamfont hot springs heating technology! The carpenter-crafted moonstone pools now look slightly more desirable than the quested versions with similar appearance...</b></li><li>Jewelers across Norrath have discovered how to make pristine quality handcrafted and mastercrafted rings accept adornments!</li></ul>
Maroger
07-20-2007, 06:13 PM
Duhhh ! I missed Kristie's 2nd post <img src="/smilies/499fd50bc713bfcdf2ab5a23c00c2d62.gif" border="0" alt="SMILEY" />
Snowdonia
07-21-2007, 01:46 AM
I don't see the pelt ratio increase listed though.. I wonder if it got overlooked or isn't going in (and it REALLY needs to go in!!).
Calthine
07-21-2007, 01:47 AM
eh, not everything always gets listed. I think Domino mentioned it again today, tho.
KerowynnKaotic
07-21-2007, 02:08 AM
<ul><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale" ), simplifying bank space usage logistics. <b>Existing flowers, teeth, and scales will not be renamed but can still be used</b></li></ul><p>*sighs* .. lovely .. the whole "this can be used as a subsitute for this" route again. </p><p>Come on, Domino! Can't you just wipe the dbase of the old names and change them to the new names? ("material" ). </p><p>I have several 100 of the bloody things .. actually I am pretty sure with all the full sets on my crafters and in the guild bank .. I have over 600 of of the things. I just want 1 stack of each / tier. Not to NOW have to worry about juggling (5) of the bloody things till the old ones are gone .. or I finally lose my patience and just delete them. Which is what I did to all those old Food / Subs / fungi that were changed to be used as "roots" but with too much trouble to go through and figure out which set went to which tier .. or which ones were bugged in which recipes .. or .. *screams in fustration* ... </p><p>please? why would we keep the original names in game/alive? If they will no longer be in game by that name .. and have no different use than the replacing item .. why bother to keep the original name in game? I can't sit here and believe that it would be that difficult to just switch out the name. I have Armor Items switch names .. Spell names .. and Quest names ... and even the pelts all changed their names to be consistant across tiers .. why would this be any different? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Calthine
07-21-2007, 02:20 AM
I'd refer you to this post my Domino today, where she discusses the complications of the various harvesting tables and other stuffs. edit: I will then remember to add the link. <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=371976" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...76</a>
Deson
07-21-2007, 06:21 AM
Bah, still no stacking totems! Ha! Doom and gloom lives!
ashen1973
07-21-2007, 06:39 AM
<cite>Calthine wrote:</cite><blockquote>I'd refer you to this post my Domino today, where she discusses the complications of the various harvesting tables and other stuffs. edit: I will then remember to add the link. <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=371976" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...76</a> </blockquote><p> Noticed in this post, Domino mentions adding rare roots to bush nodes, thats a great addition,hope it hits with this GU.</p><p>Also, no mention so far of combining lower tier dusts to produce a higher tier dust. Another idea I hope gets implemented.</p>
xOnaton1
07-21-2007, 06:39 AM
<cite>KerowynnKaotic wrote:</cite><blockquote><ul><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale" ), simplifying bank space usage logistics. <b>Existing flowers, teeth, and scales will not be renamed but can still be used</b></li></ul><p>*sighs* .. lovely .. the whole "this can be used as a subsitute for this" route again. </p><p>Come on, Domino! Can't you just wipe the dbase of the old names and change them to the new names? ("material" ). </p></blockquote>The problem is you're not thinking like a computer. The items are different objects in the database and even if the names were the same they would still be different in the database so they would have the same name but they wouldn't stack. <cite>KerowynnKaotic wrote:</cite><blockquote>even the pelts all changed their names to be consistant across tiers .. why would this be any different? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></blockquote>Tier 3 rare pelts used to be called something like (non-sullied) "Medium Quality Badger/Beaver Pelt". One was from the Steppes and one was from Nektulos and they didn't stack. They were all renamed to "cuirboilli leather pelt" but they still didn't stack. Now the harvests from both zones give you the same item in the database (I think) but no one bothered to change the loot tables so looted pelts don't stack with harvested pelts. So, I always have to have two stacks of cuirboilli pelts with the same name and icon. I had an old stack of Lapis Lazuli (from before GU 24 I think) that didn't stack with newer Lapis Lazuli. I had a stack of rough agate that didn't stack with any of my other agate. I have two stacks of "cured leather pelts" because they used to be "Average Quality Badger/Armadillo Pelts". These kind of bugs are annoying and give the game and crafting a half-finished, un-polished feel. Unfortunately, something that sounds simple isn't always simple when you consider what kind of database changes it would require. If you just want to save space you may want to sell excess imbuing materials on the broker and just keep the flowers and stones or something. (Maybe Domino could have changed the uncommon harvest to the old style "extracts", which already existed and were already valid components for all the recipes, and then renamed those to "material", but it sounds like she knows what she's doing.) Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere
ashen1973
07-21-2007, 06:48 AM
Othesus@Lucan DLere wrote: <blockquote><cite>KerowynnKaotic wrote:</cite><blockquote><ul><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale" ), simplifying bank space usage logistics. <b>Existing flowers, teeth, and scales will not be renamed but can still be used</b></li></ul><p>*sighs* .. lovely .. the whole "this can be used as a subsitute for this" route again. </p><p>Come on, Domino! Can't you just wipe the dbase of the old names and change them to the new names? ("material" ). </p></blockquote>The problem is you're not thinking like a computer. The items are different objects in the database and even if the names were the same they would still be different in the database so they would have the same name but they wouldn't stack. <cite>KerowynnKaotic wrote:</cite><blockquote>even the pelts all changed their names to be consistant across tiers .. why would this be any different? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></blockquote>Tier 3 rare pelts used to be called something like (non-sullied) "Medium Quality Badger/Beaver Pelt". One was from the Steppes and one was from Nektulos and they didn't stack. They were all renamed to "cuirboilli leather pelt" but they still didn't stack. Now the harvests from both zones give you the same item in the database (I think) but no one bothered to change the loot tables so looted pelts don't stack with harvested pelts. So, I always have to have two stacks of cuirboilli pelts with the same name and icon. I had an old stack of Lapis Lazuli (from before GU 24 I think) that didn't stack with newer Lapis Lazuli. I had a stack of rough agate that didn't stack with any of my other agate. These kind of bugs are annoying and give the game and crafting a half-finished, un-polished feel. Something that sounds simple to you isn't always simple when you consider what kind of database changes it would require. (Maybe Domino could have changed the uncommon harvest to the old style "extracts", which already existed and were already valid components for all the recipes, and then renamed those to "material", but it sounds like she knows what she's doing.) Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere </blockquote><p>I have 4 lots of rough coral that will not stack together. I know they have all been harvested/looted fairly recently (well, at least post-EoF) as they are in the inventory of my Fae that I created to see how hard/easy it would be to play a completely un-twinked character now (I havn't given this character 1c or 1 item from any of my other characters)</p><p>I have harvested/adventured in most pre-EoF and post-EoF zones with this character though, and could have picked these up anywhere, can't remember offhand where. </p>
Snowdonia
07-21-2007, 07:47 AM
OMG Augmented Pelts! I have 4 different stacks, with 4 different icons, in varying quantities; 3 of the stacks are from dropped pelts and 1 is from harvested pelts. Oh how I wish I could consolidate them all into a single stack. /sigh
Verky
07-21-2007, 07:49 AM
I just hope with the changes to the imbuing items to material, that the quests that take a specfic one of those items will be changed too. Manaston quest and Axe from the Past come to mind off the top of my head. Manastone uses Glimmering Tooth and Axe uses Sparkling Flower, if I am remembering correctly.
Rijacki
07-21-2007, 11:01 AM
Ashenshugar@Splitpaw wrote: <blockquote><cite>Calthine wrote:</cite><blockquote>I'd refer you to this post my Domino today, where she discusses the complications of the various harvesting tables and other stuffs. edit: I will then remember to add the link. <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=371976" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...76</a> </blockquote><p> Noticed in this post, Domino mentions adding rare roots to bush nodes, thats a great addition,hope it hits with this GU.</p><p>Also, no mention so far of combining lower tier dusts to produce a higher tier dust. Another idea I hope gets implemented.</p></blockquote> Psssst.. it's the quest that's mentioned in the notes. She said she was using the adding of those recipes as a way to also learn how to build a quest.
Domino
07-21-2007, 12:56 PM
Yep. The alchemist dust stuff is mentioned in the "quest" section, not the tradeskills section, as the recipes are awarded by a quest. I know an alchemist on test server who's already completed the quest and got the recipes, so it's definitely in. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> The harvests had to be tweaked as the bushes were refusing to give up their roots when QA tested the first time, so they're just waiting a fresh upload, which should happen early next week and hit test shortly thereafter. The "material" is probably dropping on test already but the proportions and frequencies of harvesting will get adjusted again before it goes live. And yes, unfortunately, it's not easy to make all existing imbue harvests stack. They're unique items in our database with unique identifications, and even if I changed all their names to be the same from the player point of view, they still wouldn't stack because the database would still recognize them as unique items with different identifications. There didn't seem to be any easy way to do this, so folks can either just sell off their imbue stuff with the old names, or use it up first. And yes, the HQ's have all been changed and will now accept any imbue type harvest of the appropriate tier. This too should be on test now.
rumblepants
07-21-2007, 01:35 PM
Is there anyway you can create a NPC who can buy those imbuing materials and exchange them for the new ones? Say an ore merchant who just discovered a way to refine them into something more universal and standard.
eqaddict101
07-21-2007, 03:40 PM
Are there still going to be new Carp items to make or no? I saw some items on eq2eqtraders.com and they looked fun <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />
denmom
07-21-2007, 07:36 PM
Domino, Thank you very much for explaining the whys and the why nots. *bow*
pantswearer
07-22-2007, 12:33 AM
<cite>rumblepants79 wrote:</cite><blockquote>Is there anyway you can create a NPC who can buy those imbuing materials and exchange them for the new ones? Say an ore merchant who just discovered a way to refine them into something more universal and standard.</blockquote> I was just thinking this...maybe a creative little gnome that can take your imbue raws, blast 'em with some gnomish trans-morphinator thingie, and give you back an equal number of "material".
MrWolfie
07-22-2007, 06:43 AM
Kalte@Blackburrow wrote: <blockquote><cite>rumblepants79 wrote:</cite><blockquote>Is there anyway you can create a NPC who can buy those imbuing materials and exchange them for the new ones? Say an ore merchant who just discovered a way to refine them into something more universal and standard.</blockquote> I was just thinking this...maybe a creative little gnome that can take your imbue raws, blast 'em with some gnomish trans-morphinator thingie, and give you back an equal number of "material".</blockquote><p> Or another Alchemist (or Transmuter, or whoever) quest that'll allow them to change old style imbues to the new...</p><p>Certainly, *any* method of changing the old to the new would be welcomed.</p>
Rijacki
07-22-2007, 11:39 AM
<cite>MrWolfie wrote:</cite><blockquote>Kalte@Blackburrow wrote: <blockquote><cite>rumblepants79 wrote:</cite><blockquote>Is there anyway you can create a NPC who can buy those imbuing materials and exchange them for the new ones? Say an ore merchant who just discovered a way to refine them into something more universal and standard.</blockquote> I was just thinking this...maybe a creative little gnome that can take your imbue raws, blast 'em with some gnomish trans-morphinator thingie, and give you back an equal number of "material".</blockquote><p> Or another Alchemist (or Transmuter, or whoever) quest that'll allow them to change old style imbues to the new...</p><p>Certainly, *any* method of changing the old to the new would be welcomed.</p></blockquote> As much as I want more recipes, and NPC would be better because a recipe would have limited use -and- would be subjected to the cries of "dependancy". But the idea for an NPC exchanging them is super!
Maroger
07-22-2007, 12:09 PM
<p>I assume that this alchemist quest talked about in the notes is for some sort of recipe for combining the dusts? Will low level adventuers who are high level alchemists be able to do this quest? What is the result of the quest a recipe or a new ability? I hope this isn't a one time use recipe for combining dusts that we have to do the quest every time we want to combine dusts?</p><p>Can a higher level character who is not an alchemist do the quest? I don't have an alchemist on Test.</p>
Maroger
07-22-2007, 12:11 PM
<cite>DominoDev wrote:</cite><blockquote>The harvests had to be tweaked as the bushes were refusing to give up their roots when QA tested the first time, so they're just waiting a fresh upload, which should happen early next week and hit test shortly thereafter. The "material" is probably dropping on test already but the proportions and frequencies of harvesting will get adjusted again before it goes live. </blockquote> Are you saying that all rare roots now come from bushes? Or will the roots themselves still continue to give rare roots?
denmom
07-22-2007, 12:48 PM
<cite>Maroger wrote:</cite><blockquote><p>I assume that this alchemist quest talked about in the notes is for some sort of recipe for combining the dusts? Will low level adventuers who are high level alchemists be able to do this quest? What is the result of the quest a recipe or a new ability? I hope this isn't a one time use recipe for combining dusts that we have to do the quest every time we want to combine dusts?</p><p>Can a higher level character who is not an alchemist do the quest? I don't have an alchemist on Test.</p></blockquote> I can't remember exactly where Domino said it, but yes, low level adventure/high Alchemist can do the quest. I think it's a recipe that's permanently in your book. And I'm pretty sure it's for high level Alchys only.
denmom
07-22-2007, 12:52 PM
<cite>Maroger wrote:</cite><blockquote><cite>DominoDev wrote:</cite><blockquote>The harvests had to be tweaked as the bushes were refusing to give up their roots when QA tested the first time, so they're just waiting a fresh upload, which should happen early next week and hit test shortly thereafter. The "material" is probably dropping on test already but the proportions and frequencies of harvesting will get adjusted again before it goes live. </blockquote> Are you saying that all rare roots now come from bushes? Or will the roots themselves still continue to give rare roots?</blockquote> You can get rare roots from both the shrub nodes and the root nodes when GU37 goes live.
KerowynnKaotic
07-22-2007, 05:52 PM
<cite>DominoDev wrote:</cite><blockquote><p>*snipped* And yes, unfortunately, it's not easy to make all existing imbue harvests stack. They're unique items in our database with unique identifications, and even if I changed all their names to be the same from the player point of view, they still wouldn't stack because the database would still recognize them as unique items with different identifications. There didn't seem to be any easy way to do this, so folks can either just sell off their imbue stuff with the old names, or use it up first. </p></blockquote><p> *double sigh* .. </p><p>Deleting would probably take precedence. Do you have any idea how many imbued "stuff" there is on a live server? 14 pages of imbuding "flower" on Perma right now. And, that's with only 1 character able to sale .. muliple that times 7 after this LU. </p><p>I'd ask for a recipe to combine them to create a "material" but .. it would be of very, very limited use .. so pointless. An NPC would be nice but we have yet to have any NPC that actually "changes" items with us. They will buy/sell & reward items. AFAIK we don't have a NPC (like in EQ1) that would give us something in return for being given something. And, if the imbued "stuff" had "cash value" most people would just sell it and not buy the matching "material" .. So, it would be a reward NPC and that would take approx another LU to get out to us .. in that time .. most people will have went the delete route. </p><p>It's not like the imbued "stuff" is on the rare side. I went out on Thursday to do some harvesting for my tinkerer .. T3 for @ 4 hours and 5 rares and 20(+) Imubed "stuff" (in 3 different stacks). I was harvesting with my 70 Tailor (48 Warden). ... and I still have to go back because I didn't get enough loam/gem/wood/metals for my tinkerer .. blah ! ... </p><p>We just don't have enough recipes that require the Imbued "stuff" to use it up as fast as anyone can harvest it up.</p><p><img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /></p>
LaurnaRose Fauldorn
07-22-2007, 06:46 PM
<cite>KerowynnKaotic wrote:</cite><blockquote>DominoDev wrote: <p>We just don't have enough recipes that require the Imbued "stuff" to use it up as fast as anyone can harvest it up.</p><p><img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /></p></blockquote> I dont understand why chests and legs are the only imbuable items in armor. I would love to see imbue for the other pieces that different things such as protect against type dmg or chance to increase stats ... something. But Im all for more imbuing recipies.
Maroger
07-22-2007, 09:36 PM
LaurnaRose Fauldorn wrote: <blockquote><cite>KerowynnKaotic wrote:</cite><blockquote>DominoDev wrote: <p>We just don't have enough recipes that require the Imbued "stuff" to use it up as fast as anyone can harvest it up.</p><p><img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /></p></blockquote> I dont understand why chests and legs are the only imbuable items in armor. I would love to see imbue for the other pieces that different things such as protect against type dmg or chance to increase stats ... something. But Im all for more imbuing recipies.</blockquote>Yes I would agree with imbuing more than legs and chest. My armorer would like that too.
EQPrime
07-22-2007, 10:19 PM
<cite>KerowynnKaotic wrote:</cite><blockquote>An NPC would be nice but we have yet to have any NPC that actually "changes" items with us. They will buy/sell & reward items. AFAIK we don't have a NPC (like in EQ1) that would give us something in return for being given something. </blockquote>The armorsmith in Sol Eye performs a "change items" service for relic armor.
pantswearer
07-23-2007, 12:59 AM
<cite>KerowynnKaotic wrote:</cite><blockquote>**snipped** <p>I'd ask for a recipe to combine them to create a "material" but .. it would be of very, very limited use .. so pointless. <b>An NPC would be nice but we have yet to have any NPC that actually "changes" items with us</b>. <b>They will buy/sell & reward items. AFAIK we don't have a NPC (like in EQ1) that would give us something in return for being given something.</b> And, if the imbued "stuff" had "cash value" most people would just sell it and not buy the matching "material" .. So, it would be a reward NPC and that would take approx another LU to get out to us .. in that time .. most people will have went the delete route. </p><p>**snipped**</p></blockquote>Didn't the PvP servers get an NPC that trades good/evil masters? Or did I imagine that?
Besual
07-23-2007, 04:29 AM
In Maj'Dul you can exchange coins for faction. Replace coins with the old imbued items and faction with the new imbued material and we a good to go <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />. Well placing such NPC into each of the 4 cities would be nice too.
KerowynnKaotic
07-23-2007, 06:26 AM
<p>reg: Relic & PVP Masters .. </p><p>... </p><p>Well .. I don't have practical experience with either of these turn ins .. and more than likely never will .. but if they are a * hands in item * and * receives item * without having to click through quest dialog and without getting a Quest Reward pop up .. they would work. </p><p>As to whether Domino would want to go to the trouble of creating an NPC for each of the cities (or even on the docks) to do the trade in .. for a limited time .. say .. 2 LUs worth of time .. is debateable .. not to mention .. would she have them ready for this LU or the next? (if she decided to add in the NPC). </p><p><img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" /></p>
hisawat
07-27-2007, 09:05 AM
It's a really good update. I totally appreciate. So, we will be able to farm rare roots from shrubs eh? That is totally awesome. I love it. However, if we could farm rare loams too, that could be much better. It kinda makes sense if shrubs provide us not only roots but also loams too. Ores and rocks give us 2 kinds of rares already, so I think shrubs could also give us 2 kinds of rares too.
rumblepants
08-01-2007, 01:17 PM
<p> KerowynnKaotic wrote: </p><blockquote><p>reg: Relic & PVP Masters .. </p><p>... </p><p>As to whether Domino would want to go to the trouble of creating an NPC for each of the cities (or even on the docks) to do the trade in .. for a limited time .. say .. 2 LUs worth of time .. is debateable .. not to mention .. would she have them ready for this LU or the next? (if she decided to add in the NPC). </p><p><img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" /></p></blockquote><p> Well it doesn' t have to be in this update. I have no idea how difficult it would be to implement a merchant/quest type NPC like this (probably is?) though maybe something in the future as there are folks among us who have tons of these imbuing materials occupying space. We've lived with it for awhile but since there's an option already to have only one type of material...</p>
Sciari
08-01-2007, 01:49 PM
Thanks Domino for all the new recipes!!! Made em last night and had a few surprises!! The Large bed and both counters were HUGE!!!! especially since my carpenter is a half elf! These were probably GIANT sized. The mine lamp and hanging mine lamp were definitely gnoll or halfling sized. The Bone Xylophone was superb!!! The bread and muffin tins were great! Loved the halfling sized love seat, chair, desk and regular bed. Thanks again Domino!!! and can the size of the "large" bed and counters be adjusted down??? Sciari
Ookami-san
08-01-2007, 03:26 PM
<p>Anyone have details on the alchemist quest to get the combine recipes? What level adventurer do you have to be? </p><p>Do you have to kill mobs? Make items? Collect things?</p><p>Thanks!</p>
Jesdyr
08-01-2007, 03:28 PM
<cite>Sciari wrote:</cite><blockquote> The Large bed and both counters were HUGE!!!! especially since my carpenter is a half elf! These were probably GIANT sized. </blockquote> Yah .. I think the scale on the large counter is a bit much .. but .. nothing compares to the size of the new bone throne .. I figured it would be a normal size chair ... NOPE .. this is a chair for Firerock giants or something !
Domino
08-01-2007, 03:55 PM
Ogres need furniture too! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
Jesdyr
08-01-2007, 04:04 PM
<cite>DominoDev wrote:</cite><blockquote>Ogres need furniture too! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></blockquote> Yah .. I had plans for it .. but wow .. those are not happening now. It does however go well with large version of the new counter/bar ... hehe
OmniDrac
08-01-2007, 10:48 PM
<cite>DominoDev wrote:</cite><blockquote>Ogres need furniture too! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></blockquote><p> That is right! Where else can I store my pickled halflings and gnomes... </p><p> Thanks Domino..</p>
Vonotar
08-02-2007, 09:17 AM
Othesus@Lucan DLere wrote: <blockquote><cite>KerowynnKaotic wrote:</cite><blockquote><ul><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale" ), simplifying bank space usage logistics. <b>Existing flowers, teeth, and scales will not be renamed but can still be used</b></li></ul><p>*sighs* .. lovely .. the whole "this can be used as a subsitute for this" route again. </p><p>Come on, Domino! Can't you just wipe the dbase of the old names and change them to the new names? ("material" ). </p></blockquote>The problem is you're not thinking like a computer. The items are different objects in the database and even if the names were the same they would still be different in the database so they would have the same name but they wouldn't stack. </blockquote>Actually it is pretty simple. They simply need to write a script which goes through every player file and deletes 'Glimmering Stone Stack [57 of]' and inserts 'Glimmering Material Stack [57 of]' etc. No renaming of tables is required, your replacing the old items for new items. This should also be applied to all those old combine items which act as roots etc. Once this is complete a lot of receipes can be reduced in complexity as there would be less possible comibinations of materials to consider. It is then for the player to check their new stacks of 'materials' and combine any smaller stacks / rearrange their bags. Oh and I do have a coding background and have had to write similiar coding myself (so I <b>do</b> know what i'm talking about). The only possible issue is the time it takes to process so many player files. However similar 'find and fix' work must take place during most GU's... e.g. when quests are removed and set to 'completed' in everyones journals.
Espio
08-02-2007, 03:44 PM
Vonotar@Butcherblock wrote: <blockquote>Othesus@Lucan DLere wrote: <blockquote><cite>KerowynnKaotic wrote:</cite><blockquote><ul><li>Imbue type harvests are now known simply as "material" instead of four separate types ("flower", "stone", "tooth", "scale" ), simplifying bank space usage logistics. <b>Existing flowers, teeth, and scales will not be renamed but can still be used</b></li></ul><p>*sighs* .. lovely .. the whole "this can be used as a subsitute for this" route again. </p><p>Come on, Domino! Can't you just wipe the dbase of the old names and change them to the new names? ("material" ). </p></blockquote>The problem is you're not thinking like a computer. The items are different objects in the database and even if the names were the same they would still be different in the database so they would have the same name but they wouldn't stack. </blockquote>Actually it is pretty simple. They simply need to write a script which goes through every player file and deletes 'Glimmering Stone Stack [57 of]' and inserts 'Glimmering Material Stack [57 of]' etc. No renaming of tables is required, your replacing the old items for new items. This should also be applied to all those old combine items which act as roots etc. Once this is complete a lot of receipes can be reduced in complexity as there would be less possible comibinations of materials to consider. It is then for the player to check their new stacks of 'materials' and combine any smaller stacks / rearrange their bags. Oh and I do have a coding background and have had to write similiar coding myself (so I <b>do</b> know what i'm talking about). The only possible issue is the time it takes to process so many player files. However similar 'find and fix' work must take place during most GU's... e.g. when quests are removed and set to 'completed' in everyones journals. </blockquote><p> I suspect you are seriously underestimating the complexity of the EQ2 database.</p><p>(Disclaimer: I dont profess to have first-hand knowledge of the eq data structure, this is just a well-educated guess based on my experience being a database tech for a living)</p><p>Its not as simple as a quest change update. The quests, more likely then not, are just pointers (with a progress indicator) to the master quest list. That is, you dont have a unique copy in a table somewhere of all the quests you are working on, just a pointer to quest #1234 in the master quest table, and progress flag to indicate which steps you have completed. So quests updates are just updating one table, not every player's data out there.</p><p>For items, its not so simple. You'd have to search through every player's inventory, thier bank, broker slots, house vaults, all mail files, all guild banks - everywhere items could be. I highly doubt the database is structured in a way that they can call up the table entry for Foozlebit #35 and get a listing of everyplace it is referenced - item placement data is far too dynamic to maintain an index like that. Its far much easier - and less error prone - to just remove the flowers, stones, teeth etc from the harvest chance tables while adding the new substance, and then add the substance to them. Then just add the substance to the type defintion for 'glowing stuff' in recipes. Hopefully thats a global defintion per and not having to update every imbued reciepe individually, but who knows.</p><p>*two cents off*</p>
Nembutal
08-02-2007, 03:58 PM
You know what... that's a great idea.... trade the old stuff in with an NPC. Lets modify it a little bit. NPCs now hold the last 10 items a player sold.... you can buy them back for the same value you sold them for. What if the NPCs did a check when you sold them that looked at the number and decided that items #1 #2 #3 and #4 were actually #5 now... because #1 #2 #3 and #4 were no longer supposed to be in game. So you sell the 4 old types of tiems... the merchant decides they actually equal the new type and puts them on your last 10 sales list... and then you buy them back. This isn't just for tradeskill stuff... anything that has been altered this could be cool for.
dartie
08-02-2007, 04:09 PM
<cite>Nembutal wrote:</cite><blockquote>You know what... that's a great idea.... trade the old stuff in with an NPC. Lets modify it a little bit. NPCs now hold the last 10 items a player sold.... you can buy them back for the same value you sold them for. What if the NPCs did a check when you sold them that looked at the number and decided that items #1 #2 #3 and #4 were actually #5 now... because #1 #2 #3 and #4 were no longer supposed to be in game. So you sell the 4 old types of tiems... the merchant decides they actually equal the new type and puts them on your last 10 sales list... and then you buy them back. This isn't just for tradeskill stuff... anything that has been altered this could be cool for. </blockquote><p> I love it.</p>
Vonotar
08-03-2007, 06:42 AM
Needlessly complicated If an NPC vendor can do that, then they can process and convert all your stock in your inventry/banks/etc offline during a GU update. It's the same thing, you exchange one type of item for another, thats <b>exchange</b> not rename as some people seem to think i'm referring to.
XAvengerX
08-03-2007, 07:05 AM
<cite>Ookami-san wrote:</cite><blockquote><p>Anyone have details on the alchemist quest to get the combine recipes? What level adventurer do you have to be? </p><p>Do you have to kill mobs? Make items? Collect things?</p><p>Thanks!</p></blockquote> You need to be a Lvl 70 Alchemist and do a very simple "harvest the items" quest, probably takes like 5 minutes. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
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