View Full Version : What would the coldain prayershawl do?
Meirril
01-22-2008, 12:08 AM
<p>I've been thinking about crafting epics for a while now. (see previous threads on crafting quests, crafting instances, crafting epic, crafting loot, ect.) From EQ1 I remember doing the Coldain Prayer Shawl quest. It was a sincearly long and arduous quest involving mastering almost every tradeskill in EQ1. You progressed from doing errands, to improving this prayer shawl over and over granting it increased abilities until finally the avatar of below gives brell's blessing to it and hands it back to you. I think it took over two years to fully impliment the quest. The reward was nice at the time, though there were better shoulder slot items in the game. Mostly it was about having the shawl. It said more than anything that you were a dedicated nut. I mean crafter. Someone willing to farm bears in the Karanas for hours at a time. And then goblins in HHK. And then spiders in the Feerrot. And then...</p><p>Anyways. I suspect that Velious can't be too far away. It might be the next expansion. Even if it isn't I'm sure it won't be more than 3 expansions away. I would love to see the prayer shawl re-introduced as an epic for crafters. Quest wise...it should be a mountain of work. I'm not even going to venture to guess what would be adquate for an "epic" crafting quest. I do expect it will take much cooperation amongst crafters to get everything you need. I'd even suspect that you'd need to do quests to get the ingredients to make your prayer shawl. This is more about what would the prayer shawl *do*?</p><p>It is suppose to be for crafters. So it should definately have a crafting effect. It should be for adventurers of any level. After all, crafters come in all shapes and sizes (and adventure levels). Whatever it does, I feel that every crafter should receive the same shawl. This means it can't do different thing for different crafting classes. I also think it would be nice if it was useful in adventuring.</p><p>What I'd like to see is an effect that takes .5 seconds off of the refresh time for reaction arts. This way its easier to make sure the counter you need is available. As this is suppose to be for all adventuring classes it would probably work better as a cloak than as a shoulder item. </p><p>As for any adventuring use...I'm of 2 minds. If items can still be made to scale with the level of the player I'd say +1250 all saves at max level (90?). Some people might ask why 1250? It is a bit of an omage to EQ1 tradeskills. When you were a grand master (250) of all tradeskills, you joined the 1250 club. I'm sure its changed since those days, but the 1250 club was around during the time the shawl could be completed so...</p><p>Of course having 1250 in all of your saves from level 1 seems a bit odd. If they can't be scaled I am thinking maybe 2-4% to all crits in the game. I mean +2-4% to melee crit, ranged crit, spell crit, healing crit, CA crit. Since it is always a percentage of your damage, and a percentage chance, it doesn't need to scale with level. While this would be a nice items for most classes, I wouldn't see it becomming a make or break for any class.</p><p>Lastly, it would be great if it had a unique apperance. Something along the lines of a snow and ice motif symbol of brell (crossed hammers?). Or maybe some symbol used by the coldain? Maybe a giant rainbow all day sucker? You had to be playing in velious at the right time to get that one...</p><p>Anyways, make your own suggestions. I'd like to see what other people come up with!</p>
Cusashorn
01-22-2008, 01:38 AM
<p>2 thoughts:</p><p>1. It'll be a heritage quest that asks you to help empower it by making about 139 or so level 9 tradeskill items so that everyone will be able to complete it.</p><p>2. It'll be a heritage quest that asks you to gather an item made by every last tradeskill class in the game.</p>
Barbai
01-22-2008, 02:57 AM
a shawl would be closer to something a tailor epic would be. Perhaps instead of having a cross class item something that involves combines from all the tiers to grow in strength a tier 3 item would be 5 to all stats and perhaps 20 to all resist or something growing stronger and rarer to acquire the ingredients for each tier. The books themselves would have to be quested no-trade reward kind of like the mira isle (sp?) artisan rewards.
Domino
01-22-2008, 03:02 AM
<cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />
Barbai
01-22-2008, 03:08 AM
ok that quest was just mean due to the evil nature of the eq1 tradeskill rng. I Know many people including myself who get down to major combines like that finally get all the ingredients bought hit that little combine button... and proceed to cuss loudly at their pc for the failed combine that cost them a bank roll.
Qandor
01-22-2008, 09:25 AM
<cite>DominoDev wrote:</cite><blockquote><cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote>Wasn't Earring of the Solstice a Luclin quest? uh-oh.
Rijacki
01-22-2008, 12:07 PM
<cite>Barbai wrote:</cite><blockquote>ok that quest was just mean due to the evil nature of the eq1 tradeskill rng. I Know many people including myself who get down to major combines like that finally get all the ingredients bought hit that little combine button... and proceed to cuss loudly at their pc for the failed combine that cost them a bank roll.</blockquote>That was all tradeskilling in EQ1.But.. back on the topic:It would be nice to have an HQ item which required a commissioned (or your own) combine from every class in the high levels of the time (i.e. at least 5 less than the current cap) each with a No Trade item that has to be obtained via questing and/or a spawn in difficult (i.e. risk of death even for someone 5 less than the current cap, but not impossible for someone who has a low adventure level) to get to place. The quests should have a level minimum of 5 less than the current cap for either tradeskill level or adventure level. The final combine of all the pieces could be a level 9 combine, but on a special crafting station (all the previous should be on regular stations). This way it could be high level crafting quest without blocking either pure adventurer or pure tradeskiller from obtaining it.
Illmarr
01-22-2008, 02:01 PM
<p>I don't see why it could not be profession specific. Playing along with Rijacki's idea...you go through all the quest steps, whatever they are and involve to gather all the materials you need for the final product. The final combine is a level 9 combine, but you do it in a small instanced workshop type of place. As you are inside you are visited by the Avatar of Brell himself. He congratulates you on your achievement and asks you to tell him your profession. He then gives you his blessing and you create the Shawl tailored to fit your particular profession. </p><p>My idea from there is that when you don the Shawl, it overwrites the rest of the gear you are wearing kind of like a Gi does and gives you the long requested tradeskill apperance clothing! Not sure how difficult or possible that bit of coding would be (If it's possible to overwrite apperance from a slot other than chest or not.)</p><p>However, just to remind everyone, the original Prayer Shawl quest also included steps that required at least a moderate level of adventuring expertise for the time. It definately was by no stretch of the imagination what most folks in EQ2 seem to think was a "pure crafting quest" Nothing as big as the Ring War, but you were killing several waves of giants on that long walk across Iceclad Ocean.</p>
I would think something more along the lines of the "Aid Grimel" Signet series in Planes of Power. I remember spending forever doing that one. Every tradeskill mastered and the reward was well worth it. At the end you got a diffrent earring depending on your archtype.I would love to be able to do another "Epic" crafting quest.
Gorth
01-22-2008, 03:52 PM
<cite>Meirril wrote:</cite><blockquote><p>As for any adventuring use...I'm of 2 minds. If items can still be made to scale with the level of the player I'd say +1250 all saves at max level (90?). Some people might ask why 1250? It is a bit of an omage to EQ1 tradeskills. When you were a grand master (250) of all tradeskills, you joined the 1250 club. I'm sure its changed since those days, but the 1250 club was around during the time the shawl could be completed so...</p></blockquote>Good memory, but actually it was the 1750 club - seven tradeskills... =) I was the first, and for quite a while, the only, ogre in the club =) Tradeskill caps went up to 350 or 400 last I heard, retired not too long after they went up to 300.. Can't wait to see just what Domino has in store for us.... =)
Meirril
01-22-2008, 09:27 PM
<cite>DominoDev wrote:</cite><blockquote><cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I remember making all of the gifts for the sacrifice. Especially memorable was making all 10 components for the Misty Thicket Picknick Baskets. Ya know, come to think about it I'm not sure those were one of the 10 gifts. A lot of recipes were introduced at that time that really lived up EQ1's crafting. Some of them were definately aimed at making leveling up more tollerable for all races (some races had an easier time due to racial crafting recipes).</p><p> It would be interesting to have a new solstice festival that was aimed mostly at crafters. Something along the lines of Frostfell crafting. A special instance opens for a while, you harvest and craft there. Special fuels. Special recipes. Maybe some kind of over-arching crafting quest. Would be a lot of fun and would be something to look forward to.</p>
Meirril
01-22-2008, 09:38 PM
<cite>Gorthag wrote:</cite><blockquote><cite>Meirril wrote:</cite><blockquote><p>As for any adventuring use...I'm of 2 minds. If items can still be made to scale with the level of the player I'd say +1250 all saves at max level (90?). Some people might ask why 1250? It is a bit of an omage to EQ1 tradeskills. When you were a grand master (250) of all tradeskills, you joined the 1250 club. I'm sure its changed since those days, but the 1250 club was around during the time the shawl could be completed so...</p></blockquote>Good memory, but actually it was the 1750 club - seven tradeskills... =) I was the first, and for quite a while, the only, ogre in the club =) Tradeskill caps went up to 350 or 400 last I heard, retired not too long after they went up to 300.. Can't wait to see just what Domino has in store for us.... =)</blockquote><p>Its been a long while since I've logged into EQ1. I can't even remember all of the tradeskills. Lets see, tinkering and alchemy were race and class specific so you couldn't include them. Tailoring, pottery, smithing, cooking, fletcher...after cheating and looking it up brewing and jewelcraft. </p><p>Anyways the idea was to put a nod to the old crafting system in, so 1750 instead of 1250.</p>
Meirril
01-22-2008, 09:43 PM
<cite>Ikki wrote:</cite><blockquote>I would think something more along the lines of the "Aid Grimel" Signet series in Planes of Power. I remember spending forever doing that one. Every tradeskill mastered and the reward was well worth it. At the end you got a diffrent earring depending on your archtype.I would love to be able to do another "Epic" crafting quest.</blockquote><p>Something similar could be done. Instead of having to master every tradeskill you could use the commission process instead. Unfortunately EQ2 doesn't support knowing every crafting class. While some people have requested various ways to do that, I see it as more detrimental than a positive move. </p><p>Again though, if it is a crafting quest what kind of reward are we talking about here? What would you see as a possibility?</p>
greenmantle
01-22-2008, 10:05 PM
<cite>DominoDev wrote:</cite><blockquote><cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>Sounds like a hint hint <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /> now if i can only sell blessedfishing poles for 1kp each im all for it. Used to do the earring for friends and alts ok it was a nice money spinner for crafters selling the components but perhaps some changes so it doesnt become walk up to the broker buy items throw in oven hit combine bling new nice earring.</p><p> As for the shawl or a shawl style quest in the long term i would love it, the endless nights hunting for drops the omg do i risk it at skill xxx or do i spend another week leveling up to achieve what was at least at the time a very nice item and a symbol of achievment for the<strike> terminally insane</strike> dedicated crafter. </p>
<cite>DominoDev wrote:</cite><blockquote><cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I would love to see the shawl return, but not as a tailorng epic. How about more along the lines of the Bone-Clasped Girdle, or the Wurmslayer, so the crafted parts can be commissioned if needed, or the can just be crafted by anyone that is lvl XX, possibly that can only be crafted at a certain very hard to get to area.</p><p>Having you make a million lvl 9 recipes would not the the prayershawl justice. Having to do a dozen or two high level combines would be more worthy in my opinion. I would want it to be something very time-consuming and difficult to obtain. But I can't wait to get one either!</p><p>As for the Earring of Solstice, I might have my EQ1 loot mixed up, but wasn't that the quested earring obtained along with the druid spell Protection of Cabbage? (both of which, I'd love to see make a return <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />)</p>
Meirril
01-24-2008, 03:32 PM
<cite>Vinh@Unrest wrote:</cite><blockquote><cite>DominoDev wrote:</cite><blockquote><cite>Barbai wrote:</cite><blockquote>a shawl would be closer to something a tailor epic would be. </blockquote>Hm, maybe something more like the earring of the solstice, you're thinking? Hm, wouldn't that be interesting. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I would love to see the shawl return, but not as a tailorng epic. How about more along the lines of the Bone-Clasped Girdle, or the Wurmslayer, so the crafted parts can be commissioned if needed, or the can just be crafted by anyone that is lvl XX, possibly that can only be crafted at a certain very hard to get to area.</p><p>Having you make a million lvl 9 recipes would not the the prayershawl justice. Having to do a dozen or two high level combines would be more worthy in my opinion. I would want it to be something very time-consuming and difficult to obtain. But I can't wait to get one either!</p><p>As for the Earring of Solstice, I might have my EQ1 loot mixed up, but wasn't that the quested earring obtained along with the druid spell Protection of Cabbage? (both of which, I'd love to see make a return <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" />)</p></blockquote>Your memory is good. To do the quest though, you needed 10 crafted items that you'd combine in an oven (or was it a forge?) to make the sacrifice. I totally forgot that is how you received PoTC.
Meirril
01-24-2008, 03:37 PM
<p>I'm just thinking here. Most people that has replied to the thread has stated suggestion and opinions related to the possible quest. Anyone that has made any hints about the item itself generally point towards an adventuring reward. So, I'm guessing that most people's idea for a crafting reward is either a unique appearance or something to use while adventuring?</p><p>In general, would you be happier if this was a pure crafting sort of thing or something that crafters helped adventurer's complete?</p>
<cite>Meirril wrote:</cite><blockquote><p>I'm just thinking here. Most people that has replied to the thread has stated suggestion and opinions related to the possible quest. Anyone that has made any hints about the item itself generally point towards an adventuring reward. So, I'm guessing that most people's idea for a crafting reward is either a unique appearance or something to use while adventuring?</p><p>In general, would you be happier if this was a pure crafting sort of thing or something that crafters helped adventurer's complete?</p></blockquote><p>I was thinking it would be more inline with the crafters helping adventurer's obtain. And I wasn't think it would be a crafter exclusive item, since the orginal one was not. (Well I guess it was in a way since you had to be a master crafter, but it did require killing mobs to complete, which a purely crafter only item in this game would/should not.) But I would love for it to have the appearance of a shawl, say something that would fit in the shoulders slot??</p><p>Oh and my main in EQ1 was a druid, that's why it rang a bell and jogged some very rusty memories. Would love to see it make a return as an HQ item that required crafting. Not at the same level as the prayershawl, but maybe half the difficulty. That being said, I imagine the prayershawl being an extremely difficult epic / Claymore / SoD / Prismatic size quest. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
greenmantle
01-24-2008, 07:42 PM
" I was thinking it would be more inline with the crafters helping adventurer's obtain " No way high level adventures have quests coming out of their collective [Removed for Content]. We talk about ONE quest of an epic natue for crafters and you talk about making it high level toon quest that crafters can come along and help with if they are lucky. No thank you.
Illmarr
01-24-2008, 08:06 PM
<cite>greenmantle wrote:</cite><blockquote>" I was thinking it would be more inline with the crafters helping adventurer's obtain "No way high level adventures have quests coming out of their collective [Removed for Content]. We talk about ONE quest of an epic natue for crafters and you talk about making it high level toon quest that crafters can come along and help with if they are lucky. No thank you.</blockquote><p>I would suggest something completely new then for the reward for a strictly crafting quest rather than what at the time was a very attractive item for Adventurers from a quest that required skill with both adventuring and crafting. </p><p>I almost made a post suggesting that the Prayer SHawl should be a HQ for just that reason. Aside from apperance, what effect would you put on it for crafting? Once a player has the hang of their profession it's just about impossible not to get pristine every time unless you are not paying attention or the cat/kids decide to jump on you or your keyboard, so what's the point of adding a skill mod or something that might save you 10 seconds/combine or something?</p>
Besual
01-25-2008, 05:44 AM
<a rel="nofollow" target="_blank"></a>What would the coldain prayershawl do?Hm... keep you warm? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Illmarr
01-25-2008, 01:03 PM
<p>BTW, here is the item. For Velious it was darn good</p><p><img src="http://everquest.allakhazam.com/equipment/rpics2/blessed_coldain_prayer_shawl.jpg" alt="" width="440" height="238" border="0" /></p>
Calthine
01-25-2008, 01:08 PM
Random thought: Griffon Eggs are already in game....
Wookin
01-25-2008, 02:05 PM
<p>A crafting epic quest would be a fantastic addition, and if it was an SP-giving HQ that would be bonus.</p><p>Some random ideas for the crafter-side reward attributes:</p><ul><li>Summon giant weight-reducing bags -- temp, no-trade, 100% weight-reducing bags </li><li>Summon fuel -- some way to keep it from being a money-maker? could no-trade fuel be used at a table?</li><li>Summon writ -- re-use timer could be set longer to alleviate people's botting fears</li><li>Blessed Harvesting -- one hour of non-breaking invis to allow someone to harvest without agro, maybe once every three days?</li><li>Call of the Table -- ability to set a bind point at any t'skill table anywhere and then 'call home' to it, would be in addition to your regular Call Home</li><li>Plus 5,000 to all factions</li><li>Summon blessed ingredient which would go with a rewarded recipe. Each t'skill to get some consumable recipe that grants some type of buff? Thinking something that the quester could use as an ongoing money maker reward.</li><li>Plus 1000 to housing item limits. :p</li></ul><p>I'd love to see an accompanying title for completion too -- Carpenter to the Queen, for instance. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Jehannum
01-25-2008, 02:49 PM
<p>My thoughts...</p><p>1. We don't have Velious yet. Everfrost != Velious, and the Coldain live in the latter. I'd rather see the shawl come back in the next (presumably Velious-derived) update. Not that I don't want to see it return, but it should return in its proper locale, more or less.</p><p>2. Thanks Illmarr for posting that; I'd never gone for it myself (as a bard it was near-worthless, really). Scaling things to EQ2 norms, that'd probably equate to roughly 30 in each stat, +600 to each resist at the top end, plus about 25ish power regen, and some kind of bonus (or proc) to beneficial effects or heals.</p><p>3. To somewhat mirror the notion of the original item, we need to bear in mind that in EQ1, stats did affect your crafting success chances, so it should grant at least a +2-3% success chance mod for all tradeskills, or alternatively a bonus to the skill value itself. Further, there should be an improvement to be quested for each and every tier. Have it start at +1 or +2 to all stats at T1, and scale up from there.</p><p>4. I mentioned that it should be a quested improvement every tier, right? To start you should require a level 10 crafter, and of course the item should be no-trade. To start the T2 quest should require level 20 crafting, etc etc. (probably some Dain Frostreaver faction too) up to T8 or T9 (depending on whether the cap is raised).</p><p>5. <b>For the love of li'l green apples, divorce the crafting faction from the adventuring faction for this one.</b> I don't want to hear about how Adventurer X has an easier time of achieving the +5k Frostreaver faction to start the quest, or the +40 or 45k required to complete the final stage. Only crafting should be applicable to the entry requirement for this particular quest. If that means we've got Frostreaver Artisans faction and Frostreaver Guardians faction then so be it.</p>
LadyAnnaAnna
01-25-2008, 03:26 PM
These all sound like great suggestions in different ways, and Domino is cryptic as always.I loved just the idea of the Coldain Prayer Shawl quests in EQ1, along with the Protection of the Cabbage. It was my goal to make both of those, regularly. However, I never got a character past level 13 or past 100 skill in any tradeskill before EQ2 came along and I moved.Darn you peoples... making me want to get a station account and spend some time in EQ1 again to try again!
Vendolyn
01-25-2008, 03:47 PM
<cite>Jehannum wrote:</cite><blockquote><p>2. Thanks Illmarr for posting that; I'd never gone for it myself (as a bard it was near-worthless, really). </p></blockquote>But +mana regen items were our only way of really getting mana back. I mean, we had that awesome level 11 med skill and all, but I know my bard worked very hard attaining the shawl for use : )
Jehannum
01-25-2008, 04:30 PM
Hmmm. Back when I played, mana regen items didn't affect bards (or at least that's what my testing had always indicated) - otherwise, I'd have wanted it for charmkiting, for sure. If it did work and I missed it, or if that got retrofitted to us later, my bad. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Vendolyn
01-25-2008, 04:35 PM
I had a whole set of junk I'd switch to just for mana regen, I'd use it to med between pulls ><
Meirril
01-25-2008, 07:07 PM
<cite>Jehannum wrote:</cite><blockquote><p>My thoughts...</p><p>1. We don't have Velious yet. Everfrost != Velious, and the Coldain live in the latter. I'd rather see the shawl come back in the next (presumably Velious-derived) update. Not that I don't want to see it return, but it should return in its proper locale, more or less.</p><p>2. Thanks Illmarr for posting that; I'd never gone for it myself (as a bard it was near-worthless, really). Scaling things to EQ2 norms, that'd probably equate to roughly 30 in each stat, +600 to each resist at the top end, plus about 25ish power regen, and some kind of bonus (or proc) to beneficial effects or heals.</p><p>3. To somewhat mirror the notion of the original item, we need to bear in mind that in EQ1, stats did affect your crafting success chances, so it should grant at least a +2-3% success chance mod for all tradeskills, or alternatively a bonus to the skill value itself. Further, there should be an improvement to be quested for each and every tier. Have it start at +1 or +2 to all stats at T1, and scale up from there.</p><p>4. I mentioned that it should be a quested improvement every tier, right? To start you should require a level 10 crafter, and of course the item should be no-trade. To start the T2 quest should require level 20 crafting, etc etc. (probably some Dain Frostreaver faction too) up to T8 or T9 (depending on whether the cap is raised).</p><p>5. <b>For the love of li'l green apples, divorce the crafting faction from the adventuring faction for this one.</b> I don't want to hear about how Adventurer X has an easier time of achieving the +5k Frostreaver faction to start the quest, or the +40 or 45k required to complete the final stage. Only crafting should be applicable to the entry requirement for this particular quest. If that means we've got Frostreaver Artisans faction and Frostreaver Guardians faction then so be it.</p></blockquote><p>1) I'm using the shawl as an example that I can hold up and some people will remember. It was an example of an EQ1 item that was derived after a long and difficult quest that lynchpined on crafting. Sure it also depended on adventuring level, but that was in a game where crafting was an afterthought. Things are different here, so a crafting "epic" or any reward should be different as well. If the next expansion isn't velious I'm sure we won't see a shawl. But the dicussion is valuable because it might give Domino and other developers ideas of what we'd like to see. </p><p>2) most HQ items in EQ2 are similar in function to their origionals, but mainly the origional is an inspiration. I think most people would agree that the HQ items in EQ2 are much better than the origionals were in EQ1. </p><p>4) That sounds more like an epic sort of quest for each individual tradeskill class. Probably more rewarding, but a lot more work for Domino and/or other developers.</p><p>5) I strongly agree with this one. Letting people skip the crafting path by being an adventurer cheapens the experience. If it is suppose to be a reward for putting effort in and that reward is for crafting, it should come from crafting effort. Not from running my adventurer over to the right area and doing adventuring. </p>
TaleraRis
01-27-2008, 02:29 AM
<cite>Ilmaaaaah@Lucan DLere wrote:</cite><blockquote><p>However, just to remind everyone, the original Prayer Shawl quest also included steps that required at least a moderate level of adventuring expertise for the time. It definately was by no stretch of the imagination what most folks in EQ2 seem to think was a "pure crafting quest" Nothing as big as the Ring War, but you were killing several waves of giants on that long walk across Iceclad Ocean.</p></blockquote>Not to mention that all along the way, you needed items that were mob drops. I don't think any crafting quest in EQ1 was a "pure" sort. IIRC, even the Earring of the Solstice needed you to make your way through some nasty mobs to get to the turn-in area. And of course Aid Grimel was completely tied to raiding. Not to mention that EQ1 had no harvesting nodes, so components were a combination of store-bought and mob dropped. Not that I would want to see them this way in EQ2. Far from it. But there would definitely need to be some modifications so they didn't end up just another thing for adventuring like they did in EQ1.
Meirril
01-27-2008, 11:59 PM
<cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Ilmaaaaah@Lucan DLere wrote:</cite><blockquote><p>However, just to remind everyone, the original Prayer Shawl quest also included steps that required at least a moderate level of adventuring expertise for the time. It definately was by no stretch of the imagination what most folks in EQ2 seem to think was a "pure crafting quest" Nothing as big as the Ring War, but you were killing several waves of giants on that long walk across Iceclad Ocean.</p></blockquote>Not to mention that all along the way, you needed items that were mob drops. I don't think any crafting quest in EQ1 was a "pure" sort. IIRC, even the Earring of the Solstice needed you to make your way through some nasty mobs to get to the turn-in area. And of course Aid Grimel was completely tied to raiding. Not to mention that EQ1 had no harvesting nodes, so components were a combination of store-bought and mob dropped. Not that I would want to see them this way in EQ2. Far from it. But there would definitely need to be some modifications so they didn't end up just another thing for adventuring like they did in EQ1.</blockquote>And this is in part the reason why I was asking about the reward. If what we really want is something that helps us adventure, then it really should involve adventuring as well as crafting. If we want a pure crafting quest, then what *is* a pure crafting reward? Or a not-so-pure crafting reward? What ideas do you have of what we as crafters might want from such an item?
Besual
01-28-2008, 05:37 AM
<cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Ilmaaaaah@Lucan DLere wrote:</cite><blockquote><p>However, just to remind everyone, the original Prayer Shawl quest also included steps that required at least a moderate level of adventuring expertise for the time. It definately was by no stretch of the imagination what most folks in EQ2 seem to think was a "pure crafting quest" Nothing as big as the Ring War, but you were killing several waves of giants on that long walk across Iceclad Ocean.</p></blockquote>Not to mention that all along the way, you needed items that were mob drops. I don't think any crafting quest in EQ1 was a "pure" sort. IIRC, even the Earring of the Solstice needed you to make your way through some nasty mobs to get to the turn-in area. And of course Aid Grimel was completely tied to raiding. Not to mention that EQ1 had no harvesting nodes, so components were a combination of store-bought and mob dropped. Not that I would want to see them this way in EQ2. Far from it. But there would definitely need to be some modifications so they didn't end up just another thing for adventuring like they did in EQ1.</blockquote>We have already some resources only droped by mobs:- T8 meat- reflective shard- blood iron ore
greenmantle
01-29-2008, 05:53 PM
Perhaps a pet reward " summon helpfull halfling" that has fuels at a resonable price, sort of having your own gofer to help while crafting? Though the thought of a crafting instance with 40 pets called Domino might discourage a few from the idea. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Zannah
01-29-2008, 06:31 PM
<p>hmmm - definately high FT with 0 power (negative power?)</p><p>maybe reduce the power cost of arts by x%?</p><p>+25 Durability/Progress based on a successful attack (assuming the mechanic is the same for melee procs)</p><p>Conservation of the Coldain - working along the lines of transmuting - where a 'better' combine returns more shards to you at the end of a process. In this case - return fuels and common raws as created items when the process completes. Maybe 1 of each for a complete fail, up to half of whats used on a pristine. [ imagine being isolated in an ice cavern with enemies all around - resources are scarce - so a spell that would return half, or reduce consumption by half would be fairly useful ]</p><p>The mechanic for attempting recipes that you have no prayer of completing the combine on exists - the only thing stopping you from trying is scribing the recipe. Frostfell recipes, Wurmslayer, and Boneclasped Girdle recipes can be attempted this way - so the 'feel' of attempting before you know you are truely ready can still be had.</p><p>I remember combining the spider drops from Velk's Lab on the fly, as the combined stacked, but the components didn't. That became a fun dungeon, but early on it was pretty nasty.</p>
As I was sitting there chugging away on a lower level tradeskiller, a thought came to mind about speeding up the crafting process, much like the harvesting tools speed up harvesting. I really don't know the proper name but maybe something that speeds up each 'round'?
Vendolyn
01-29-2008, 07:27 PM
<cite>Vinh@Unrest wrote:</cite><blockquote>As I was sitting there chugging away on a lower level tradeskiller, a thought came to mind about speeding up the crafting process, much like the harvesting tools speed up harvesting. I really don't know the proper name but maybe something that speeds up each 'round'?</blockquote>Tradeskill haste! AMG if I'd be able to do anything to get through each combine just a teeny bit faster...
Meirril
01-29-2008, 09:28 PM
<cite>Vendolyn@Unrest wrote:</cite><blockquote><cite>Vinh@Unrest wrote:</cite><blockquote>As I was sitting there chugging away on a lower level tradeskiller, a thought came to mind about speeding up the crafting process, much like the harvesting tools speed up harvesting. I really don't know the proper name but maybe something that speeds up each 'round'?</blockquote>Tradeskill haste! AMG if I'd be able to do anything to get through each combine just a teeny bit faster...</blockquote>I like the idea, but I'm wondering how hard that would be to program?
Zannah
01-30-2008, 12:52 PM
<cite>Vinh@Unrest wrote:</cite><blockquote>As I was sitting there chugging away on a lower level tradeskiller, a thought came to mind about speeding up the crafting process, much like the harvesting tools speed up harvesting. I really don't know the proper name but maybe something that speeds up each 'round'?</blockquote><p>don't want to actually speed up each round - Im sure most of us have a rhythm of applying TS buffs thats been ingrained and fits the current tick cycle of the workstations. How 'bout a Progress multiplier? While wearing the Prayer Shawl, all positive Progress gained is multiplied by 1.5, 2, 2.5 or whatever. Maybe even add a Durability conservation too - All Durability hits are cut in half.</p><p>How would that effect problem recipes where you are spamming durability Im not sure.</p>
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