View Full Version : Idea for a third secondary tradeskill (redux)
Hanoverian
10-24-2007, 09:51 PM
I brought this up once before, raining it again to see if there's is still some interest and maybe get the devs interested. My idea for a third secondary skill would be "Field Mender." Wouldn't it be great if you could repair other players equipment in the field. You could set up a portable forge and players could pay a commission to have their gear repaired. It's a sure way to get tradeskillers invited to raids/long duration instances with lots of deaths, like HoF etc...
Condar Tarsonia
10-25-2007, 12:40 AM
It could be an interesting idea, but could you explain how this would differ from or be a better alternative option to repair kits (made by Carpenters I believe), or the tinker made mender bots (which allow you to summon a temporary mender)? It just seems like it would be a lot of extra work for something that already exists.Also, as a tradeskill, presumably there would be a difference between skill levels (0-350, currently). What would the difference be - the level of gear you can repair? That would require you to start by repairing lots and lots of low level stuff until you're even viable for when your really needed. Alternatively you could make it so skill levels effect the amount of fuel or raws or something needed... but all-in-all it seems like a lot of extra work to accomplish a goal already available through the use of Carpenters or Tinkerers.
Devilsbane
10-25-2007, 04:15 AM
<p>Here would be my restrictions of the Field Mender secondary tradeskill</p><ul><li>Repair their own items only</li><li>Need patch kits from primary tradeskill classes (one patch kit from every profession, every profession get a new recipe for a patch kit every tier)</li><li>Need workstations to mend items (tinkered stations while adventuring, stations in zones like DFC, or stations in towns)</li><li>When starting the secondary profession they can fully repair level 1-5 armor (skill of 5)</li><li>Every 5 points beyond that allows you to fully repair another level </li><li>Lose 1% of repair ability for every level above their skill (skill of 125 repairs level 50 items by 80%)</li><li>A minimum of 5% repaired every try (so a skill of 5 lets you repair 5% of level 100 armor)</li><li>The mending process repairs every item of the same level by the same amount all at once (each level needs a recipe)</li></ul><p>Here would be the Pro of this secondary tradeskill</p><ul><li>Every primary profession sells patch kits to Field Menders </li><li>Patch kit recipes would take a large amount (half stacks) of raw goods like leather, wood, soft metal, etc off of the broker</li><li>Small amount of recipes needed, only one every level (not much dev time to write)</li><li>Cost of repair in field would be neither more or less expensive then current options</li><li>Everyone allowed to take this skill without respec of current secondary tradeskill</li></ul><p>Here would be the Cons of this secondary tradeskill</p><ul><li>Mending may require a hybrid Inventory/tradeskill window </li><li>May require the respec of current secondary tradeskill (unless everyone is allowed to take this skill without respec current secondary tradeskill)</li><li>Status quo advocates irritation displayed in forums</li></ul>
Zahmekos
10-25-2007, 04:47 AM
I think it has been the worst idea they had, when they introduced new TS classes which also compete with the existing ones, when there has still be lots of problems with the existing ones. To introduce now again a new one would not fix anything. I mean there are allready 2 classes which make stuff to repair stuff. Why do we need 3 classes who competes with their products?When people asked about new adventure classes, they everytime say, not until the existing ones are balanced. It should be the same with the crafting classes.
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