View Full Version : Combining Tradeskills
Zaviur
07-23-2007, 01:08 PM
Whatever happen to them combining some of the tradeskills? I remember there being some talk from one of the devs reguarding this issue. It doesn't seem quite fair some classes get 10+ new items to make each level and others 2.
Finora
07-23-2007, 01:32 PM
<p>Hopefully the entire idea was scraped.</p><p>There are FAR better ways to handle things than mashing skills together, and they seem to be working on those these days.</p><p>With TS xp added to TS writs that will already help with # of recipe differences. </p>
<p>I've been temporarily holding off working on my Weaponsmith to work exclusively on my Armorsmith in case the speculation about merging artisan classes ever becomes more than that. I have not heard anything about it from the current tradeskill developer, Domino, so I assume she is concentrating on other, more important, things like Ruins of Kunark and will be for some time. In other words, I suspect that the idea of combining artisan classes is not dead, it is just on the "back burner" for now.</p><p>Personally, I like the specialization of the existing artisan classes and just want to see more normalization in regards to number of items crafted -- not necessarily recipes -- needed to gain a level. It could be a simple solution like removing the first-time pristine bonus and doubling the XP earned per item. Sages have a huge advantage over Carpenters or Provisoners, for example, due to the number of recipes they can earn the first-time pristine bonus on so, by removing it, it normalizes the classes. By doubling the XP earned per item it effectively makes every artisan class level as fast as a (pre-normalization) Sage (until around level 65 when even Sages have to grind).</p>
Domino
07-23-2007, 01:55 PM
I think you'll find this was addressed in May. <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=362455" target="_blank" rel="nofollow">State of the Tradeskills Address</a>
<p>Wow, she's good. I forgot about that post and, after re-reading it, am more hopeful in the future crafting than ever. I wonder how many marriage proposals Domino gets every week? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>ps. I'm married and my wife refers to this game as the "other woman." <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></p>
Valdaglerion
07-23-2007, 05:02 PM
<cite>Zaviur wrote:</cite><blockquote> It doesn't seem quite fair some classes get 10+ new items to make each level and others 2. </blockquote> Great thing about this is re-spec. If your current class is too difficult or not enjoyable for your playstyle go to the tradeskill councelor and get a respec to one of the other classes you feel might be easier or more enjoyable for you.
eqaddict101
07-24-2007, 04:11 AM
I love the Idea of combining my Armor and Weaponsmith hehe!! Doubt it will happin.. But it sure would help.. There is Never enough Ore... Although if ya can make it past Feyiron (T4) I think you can rule the world lol..
Mighty Melvor
07-24-2007, 01:56 PM
<p>I've said it before, but I'll say it again here.</p><p>The best approach would be to up the specializations to lvl 20 and 40 instead of the current 10 and 20.</p><p>With the approach of a lvl 80 cap (and I assume eventually lvl 100), lvl 20 and 40 specializations just make more sense in the long term.</p><p>When EQ2 started, the 10>20>50 worked fine. Yeah, it was hard to grind those later levels but we all seemed to get through it.</p><p>Now with 80 lvl cap coming (eventually 100), 20 and 40 would make good sense. I'll still have to grind through 40 lvls of a specific TS to max it out, but hey that's ok.</p><p>At the current specialization lvls, we will all have to grind from 20 to 80. I doubt current TSers and especially noobies will be able to stay interseted enough to get their new TSers maxxed-out.</p>
Deson
07-25-2007, 12:34 AM
Mighty Melvor wrote: <blockquote><p>I've said it before, but I'll say it again here.</p><p>The best approach would be to up the specializations to lvl 20 and 40 instead of the current 10 and 20.</p><p>With the approach of a lvl 80 cap (and I assume eventually lvl 100), lvl 20 and 40 specializations just make more sense in the long term.</p><p>When EQ2 started, the 10>20>50 worked fine. Yeah, it was hard to grind those later levels but we all seemed to get through it.</p><p>Now with 80 lvl cap coming (eventually 100), 20 and 40 would make good sense. I'll still have to grind through 40 lvls of a specific TS to max it out, but hey that's ok.</p><p>At the current specialization lvls, we will all have to grind from 20 to 80. I doubt current TSers and especially noobies will be able to stay interseted enough to get their new TSers maxxed-out.</p></blockquote>And I ask again, what exactly does this address? Does it make products more valued? No. Add product? No. All it does is make grinding those levels a bit faster. Would it still be a good idea if pristine bonus was eliminated as a factor? People interested in crafting to actually craft mostly have no issues with the current spec levels and likely wouldn't care one way or the other if they specced from start or specced at 70(with 80 as cap). The hard issues come with market viability and that's where the most substantive complaints lie.
<cite>Deson wrote:</cite><blockquote>Mighty Melvor wrote: <blockquote><p>I've said it before, but I'll say it again here.</p><p>The best approach would be to up the specializations to lvl 20 and 40 instead of the current 10 and 20.</p><p>With the approach of a lvl 80 cap (and I assume eventually lvl 100), lvl 20 and 40 specializations just make more sense in the long term.</p><p>When EQ2 started, the 10>20>50 worked fine. Yeah, it was hard to grind those later levels but we all seemed to get through it.</p><p>Now with 80 lvl cap coming (eventually 100), 20 and 40 would make good sense. I'll still have to grind through 40 lvls of a specific TS to max it out, but hey that's ok.</p><p>At the current specialization lvls, we will all have to grind from 20 to 80. I doubt current TSers and especially noobies will be able to stay interseted enough to get their new TSers maxxed-out.</p></blockquote>And I ask again, what exactly does this address? Does it make products more valued? No. Add product? No. All it does is make grinding those levels a bit faster. Would it still be a good idea if pristine bonus was eliminated as a factor? People interested in crafting to actually craft mostly have no issues with the current spec levels and likely wouldn't care one way or the other if they specced from start or specced at 70(with 80 as cap). The hard issues come with market viability and that's where the most substantive complaints lie. </blockquote>Worse it will not make it MORE fun. I think that is the main problem with crafting, that the process of crafting is neither fun nor hard.
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