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Crillus
08-20-2011, 10:14 AM
<p>Just a dev kinda suggestion - ever considered 'alternate advancement' in Tradeskills? I don't know any MMO's that do it - but don't see why it would be impossible.</p><p>Of course, it might be involved... <img src="/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" /></p><p>But they could modify item qualities, resource comsumption/harvesting, maybe specilizations in item/good types - all kinds of wonderful goodness.</p><p>Perhaps then, a 'specialist' in a skill, who earns adequate AA could make items comparable, if not superior to some dropped items. Most MMO's don't allow TS items to surpass raid quality stuff, but if you make the AA cost steep + toss in some raid level components, don't see why it wouldn't work good.</p><p>Maybe I'm just crazy too?</p>

Nolrog
08-20-2011, 10:40 AM
<p><cite>Xaav@Antonia Bayle wrote:</cite></p><blockquote>Just a dev kinda suggestion - ever considered 'alternate advancement' in Tradeskills? I don't know any MMO's that do it - but don't see why it would be impossible.</blockquote><p>Everquest has Tradeskill AAs.</p>

LivelyHound
08-20-2011, 10:45 AM
And they have even more once the next gu goes live in a few days.

Finora
08-20-2011, 11:06 AM
<p>Yeah we currently have a couple of aa that are geared towards crafters and quite a few racial traits.</p><p>With GU 61 that should be out on the 23rd crafters get a whole tree that they can spend 25 aa in.</p>

Crillus
08-20-2011, 04:24 PM
<p>Oh? Very Cool, excuse my newb-ish-ness <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

LukeBorgman
08-25-2011, 05:25 PM
<p>And what a "deal" they are, too.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" />  I can now spend 8% of my total potential AA points (25/300) to get a total of 1% increase in my chance of harvesting a rare.  That would save me 36 seconds every hour of harvesting for rares, right?  Woohoo!  I spend about as much time tradeskilling as I do adventuring and I plan to spend zero AA in the new tradeskill AAs. </p><p>I think it would have been preferable to do without the prerequisites for the 3 levels of tradeskill AAs.  As a level 90 tradeskill/level 90 adventurer, the TS AA prerequisites are no real help in themselves.  The only reason I harvest any more is to get rares.  I would have spent 5 AA for the 1% rare harvest bonus, but not 25.  Benefit for cost is just not there, as it is.  I'll need those AA points in non-tradeskill AAs to be viable in Velious adventuring.</p><p>Having TS AAs come from the same pool as adventure AAs really smacks of making tradeskilling mutually exclusive with adventuring in a single character.  It's really a subtle form of saying that a character should (to be best) be EITHER a tradeskiller <strong><span style="text-decoration: underline;">or</span></strong> an adventurer.  Design inconsistency there.</p>

Meirril
08-25-2011, 09:02 PM
<p>It isn't a 1% increase in your current harvesting, but if I'm reading it correctly a 1% chance of pulling an additional rare.</p><p>"There is now a Rare Harvest Chance stat for tradeskillers. This is the chance to get a bonus rare harvest in addition to the normal harvest rewards from a harvest node." -From patch notes, section where they start talking about tradeskill AA but before they describe individual AA.</p><p>I'm going to post a lot more depth on this in a seperate thread.</p>

Deveryn
08-25-2011, 09:49 PM
<p>The part that bugs me is the Shadow Tab. I think the 10 points in general requirement should've been lifted or the two tradeskill AAs should've stayed there.</p>

Maevianiu
08-25-2011, 10:14 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p>It isn't a 1% increase in your current harvesting, but if I'm reading it correctly a 1% chance of pulling an additional rare.</p><p>"There is now a Rare Harvest Chance stat for tradeskillers. This is the chance to get a bonus rare harvest in addition to the normal harvest rewards from a harvest node." -From patch notes, section where they start talking about tradeskill AA but before they describe individual AA.</p><p>I'm going to post a lot more depth on this in a seperate thread.</p></blockquote><p>Absolutely correct. If you have this AA could could get multiple rares in a single harvest. A 1% chance in this stat means you have a 1% chance of getting a rare on any node and then it rolls for the normal harvest rewards. Also a 1% chance to get a rare on a harvest is higher than the current chance to get a rare in most cases, so getting this AA will greatly increase your rares per unit time harvesting.</p>

Eileah
08-25-2011, 10:58 PM
<p><cite>LukeBorgman wrote:</cite></p><blockquote><p>And what a "deal" they are, too.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" />  I can now spend 8% of my total potential AA points (25/300) to get a total of 1% increase in my chance of harvesting a rare.  That would save me 36 seconds every hour of harvesting for rares, right?  Woohoo!  I spend about as much time tradeskilling as I do adventuring and I plan to spend zero AA in the new tradeskill AAs. </p><p>I think it would have been preferable to do without the prerequisites for the 3 levels of tradeskill AAs.  As a level 90 tradeskill/level 90 adventurer, the TS AA prerequisites are no real help in themselves.  The only reason I harvest any more is to get rares.  I would have spent 5 AA for the 1% rare harvest bonus, but not 25.  Benefit for cost is just not there, as it is.  I'll need those AA points in non-tradeskill AAs to be viable in Velious adventuring.</p><p>Having TS AAs come from the same pool as adventure AAs really smacks of making tradeskilling mutually exclusive with adventuring in a single character.  It's really a subtle form of saying that a character should (to be best) be EITHER a tradeskiller <strong><span style="text-decoration: underline;">or</span></strong> an adventurer.  Design inconsistency there.</p></blockquote><p>This was brought up in the testing forum, there is no use in having the apend so many aa's in crafting to get the harvesting AA, I don't kwow anyone that harvests in a TS setup, we need adv survivablity to be out harvesting and wasting aa in crafting choices *just* to get t the harvesting ones is stupid.</p><p>There should be 2 choices, one for harvesting and one for crafting because NO ONE does both at the same time.</p><p>They had plenty of time to rethink this and make it better but they chose not to, go figure.</p>

ZUES
08-26-2011, 01:25 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p><cite>Meirril wrote:</cite></p><blockquote><p>It isn't a 1% increase in your current harvesting, but if I'm reading it correctly a 1% chance of pulling an additional rare.</p><p>"There is now a Rare Harvest Chance stat for tradeskillers. This is the chance to get a bonus rare harvest in addition to the normal harvest rewards from a harvest node." -From patch notes, section where they start talking about tradeskill AA but before they describe individual AA.</p><p>I'm going to post a lot more depth on this in a seperate thread.</p></blockquote><p>Absolutely correct. If you have this AA could could get multiple rares in a single harvest. A 1% chance in this stat means you have a 1% chance of getting a rare on any node and then it rolls for the normal harvest rewards. Also a 1% chance to get a rare on a harvest is higher than the current chance to get a rare in most cases, so getting this AA will greatly increase your rares per unit time harvesting.</p></blockquote><p>But theres still a 99% chance you wont...</p>