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Isulith
11-03-2011, 03:06 PM
<p style="text-align: center; "><img src="http://eq2players.station.sony.com/images/en/logos/EQII/EQII_Logo.png" width="300" /></p> <p><strong></strong></p><p style="text-align: center;"><strong>Tradeskill Apprentices: Q&A with Brian "Omougi" Ferguson</strong></p><p style="text-align: center;"> </p><p style="text-align: center; "><img src="http://eq2players.station.sony.com/images/en/features/articles/tradeskillapprentices/tradeskillApprentices_sm.jpg" border="0" width="450" height="350" /></p><p style="text-align: center; "> </p> <p>Learn all about Tradeskill Apprentices - a new addition to EverQuest II available exclusively with the new expansion: "Age of Discovery." Click the "Read More" button below for the full story.</p> <p style="font-family: verdana, arial, helvetica, sans-serif; text-align: center;"><a href="http://everquest2.com/news/read/current/5020" target="_blank"><img src="http://everquest2.com/images/en/community/buttons/readmore.png" border="0" width="175" height="44" /></a></p>

Cyliena
11-03-2011, 03:56 PM
<p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p>

gourdon
11-03-2011, 04:10 PM
<p>I was hoping that they were going to use the tradeskill apprentice time delay not to research the recipe, but instead to delay the production of the end product.  This way, materials from heroic zones wouldn't be necessary to throttle the supply and tradeskillers could be independent contributors.  However, if a new system similar to transmuting that deconstructs dungeon loot is used and is non-specific to zone of origin, only to treasured/legendary/fabled, then this could work out fine.  However, I suspect it will be specific loot items that will just be annoying to pursue as has been the case for the complete joke known as "mastercrafted fabled".</p>

Valdaglerion
11-03-2011, 05:06 PM
<p>1. Timesink in actually learning any spell and currently an indeterminate amount of time and effort. 100 Recipes for each class. With the elusion in the article to you may be the only person on the server able to produce XX for months I dont think there will be a short time frame for learning the recipe.</p><p>2. Materials bottleneck - they require dropped material from heroic content. The crafter is now dependent on a time and effort investment to learn a recipe they may not be able to acquire material to actually make or the material is sold at a high price so high the end resulting product is not worth it. (I see the drops now required for armor selling for 250-700 plat and the bricks selling for 250+ plat and dont you need like 36 of those to do something meaningful with them?)</p><p>3. With regards to the effort aspect to speed up the process - I have a feeling given the verbiage in the article it has a timesink throttle on it where it is merely a timed mechanism you can come back and kick the assistant to get them moving again which gives you a little bump in progress (ie. once every XX hours you can right click and "Mentor" the assistant to help them solve a roadblock problem slowing them down which adds +2% progress). If it is nothing more than another timesink to monitor on a timer it really provides no entertainment or achievement value. If you can do something, repeatable and unfettered which will progress you steadily, it has merit (that is something I had hoped we would see on the research assistant, you had to contribute not just log in to collect and research the next thing)</p><p>4. How will these "desirable" items compare with dungeon dropped loot in the game? If its not going to be best in slot it will have a value so fleeting learning the 100 recipes wont even be worth the time for anything more than increasing your recipe count for leaderboard status. It just seems the particle effects and look of them being cool was eluded to more than actual stat value.</p><p>5. Capability of the assistant seems to be throttled by the level of the crafter, this is a good idea and I hope I read that correctly. Will recipes known by the master also affect what the assistant is able to do?</p>

DuneWarrior
11-03-2011, 05:19 PM
<p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p>

Aneova
11-03-2011, 05:47 PM
<p><cite>Zaktull@Antonia Bayle wrote:</cite></p><blockquote><p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p></blockquote><p>Magic 8 ball says: NDA likely keeps them from answering specifically</p>

DuneWarrior
11-03-2011, 06:09 PM
<p><cite>Aneova@Kithicor wrote:</cite></p><blockquote><p><cite>Zaktull@Antonia Bayle wrote:</cite></p><blockquote><p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p></blockquote><p>Magic 8 ball says: NDA likely keeps them from answering specifically</p></blockquote><p>Oh im just extrapolating from the article they posted you know? And pondering if my resoning seems fair etc.. however to actually reply to that you would probably have to read the Q&A that is mentioned above <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Quotes like</p><blockquote><p>Each crafting class can potentially gain close to 100 recipes through the tradeskill apprentice.</p><p>..</p><p>Similarly, the tradeskill apprentice in EQII will discover recipes for you. This takes time, but will result in new recipes that you can use to create armor, weapons, accessories, and food, depending on your crafting archetype.</p><p>..</p><p>These items will be highly desired by both the casual player and the hardcore. You will definitely want to use them for your own adventuring needs, and you will definitely have a lot of friends wondering what you can create for them.</p></blockquote><p>Sort of gives it away, but like most people im wondering if im reading it right ... thanks though</p>

Stormflint
11-03-2011, 06:26 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p></blockquote><p>/agree</p><p>I felt the same way. <img src="/eq2/images/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" /></p>

Anestacia
11-03-2011, 07:03 PM
<p>"So, it looks likely that in the future there will be tradeskill apprentices available from other races. However, at present all tradeskill apprentices are Coldain dwarves."</p><p>/SIGH</p><p>All this means to me is that you will get Coldain with the expansion and if you want more, apealling races (and lets face it, what isn't more apealing than a Coldain Dwarf?!) then the <span style="text-decoration: underline;"><em>Marketplace</em></span> will be happy to acomodate you.  Even in the fan faire preview it showed a High Elf aprentice.  This game used to be about variety and choices but has just become lazy, uncreative and greedy.  If TS aprentices were in a FREE update, then MAYBE I could understand the lack of choice but this is an expansion we are PAYING for.  Whatever;  I have tried to stay positive about this "expansion" but I just really think I have been fooling myself tbh.</p>

Crickett
11-03-2011, 07:29 PM
<p><cite>Stormflint@Mistmoore wrote:</cite></p><blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p></blockquote><p>/agree</p><p>I felt the same way. <img src="/eq2/images/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" /></p></blockquote><p>Me too, so:</p><p>Perhaps you will be the only crafter on the server that can produce that cool looking fire effect decoration for <span style="text-decoration: line-through;">months </span><span style="color: #ff6600;">years</span>(fixed).</p><p>Nice idea though...</p>

FarinIX
11-03-2011, 08:06 PM
So will the heroic dungeon drops be special items (like Frozen Shard of Magic, etc.) that are rare and found primarily off of bosses? Or will they be random drops found in heroic dungeons (like the gems in Kael zones). Or.. will it be like Drunder where you break down heroic gear found in those dungeons to make special components for the apprentice recipes? Or will it be like Deity Altars where you just drop the item into the alter? What I'm getting at is, does it make sense to hold on to heroic gear in DoV instances knowing that they will be broken down later (or used outright as ingredients) or should I just mute them per the usual?

FarinIX
11-03-2011, 08:08 PM
<p><cite>Isulith wrote:</cite></p><blockquote>Learn <span style="text-decoration: line-through;">all</span> <strong><span style="color: #ff0000;">very little</span> </strong>about Tradeskill Apprentices - a new addition to EverQuest II available exclusively with the new expansion: "Age of Discovery." Click the "Read More" button below for the full story.</blockquote><p>Fixed that for you bro.</p>

Amitee
11-03-2011, 08:23 PM
<p>And that's all if they made the stuff tradeable.  </p>

Rijacki
11-03-2011, 08:45 PM
<p><cite>Stormflint@Mistmoore wrote:</cite></p> <blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p></blockquote><p>/agree</p><p>I felt the same way. <img src="../images/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" /></p></blockquote> <p>I'm glad they have a component from heroic content. There is a sliver of a chance, then, that they might actually be desirable items and not just more fluff that, for non-carpenters, would end up being absolutely nothing anyone wants, not even someone who can make them.</p> <p><cite>FarinIX wrote:</cite></p><blockquote>So will the heroic dungeon drops be special items (like Frozen Shard of Magic, etc.) that are rare and found primarily off of bosses? Or will they be random drops found in heroic dungeons (like the gems in Kael zones). Or.. will it be like Drunder where you break down heroic gear found in those dungeons to make special components for the apprentice recipes? Or will it be like Deity Altars where you just drop the item into the alter? What I'm getting at is, does it make sense to hold on to heroic gear in DoV instances knowing that they will be broken down later (or used outright as ingredients) or should I just mute them per the usual?</blockquote><p>They might be like the heroic drop items in RoK: different items with rarity based on from whom they drop and also 'value' of the crafted item based on the rarity of the component.  Items made from chromatic essences were pretty good, back then. Some were even best in slot for a while.</p><p><cite>Amitee wrote:</cite></p><blockquote><p>And that's all if they made the stuff tradeable.  </p></blockquote><p>I'm hoping for trade-able or commisionable.</p>

Meirril
11-03-2011, 09:16 PM
<p><cite>Zaktull@Antonia Bayle wrote:</cite></p><blockquote><p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p></blockquote><p>I'm thinking there will be about 300 new recipes, not 900. Each class can access 100, but they didn't say there wouldn't be any overlap. I figure 100 per subclass. I hope I'm wrong, but I wouldn't count on it.</p><p>This sounds like it should keep us entertained for about a year before it starts to backfire. After a year people will start to expect that a level 90 crafter should know all high level recipes which will hamper new crafters. Good news is that even new crafters can start researching low level recipes, but I'd bet by the time the apprentice finishes his first recipe you could be a 90 crafter. </p>

Meirril
11-03-2011, 09:27 PM
<p><cite>FarinIX wrote:</cite></p><blockquote>So will the heroic dungeon drops be special items (like Frozen Shard of Magic, etc.) that are rare and found primarily off of bosses? Or will they be random drops found in heroic dungeons (like the gems in Kael zones). Or.. will it be like Drunder where you break down heroic gear found in those dungeons to make special components for the apprentice recipes? Or will it be like Deity Altars where you just drop the item into the alter? What I'm getting at is, does it make sense to hold on to heroic gear in DoV instances knowing that they will be broken down later (or used outright as ingredients) or should I just mute them per the usual?</blockquote><p>Drop rate will either make or kill this. The drops from DoV are rare, and who makes what is so non-intuative that customers spend a lot of time finding someone that can make what they want. In this case, the materials are too expensive for crafters to stock, so the control of supply is in favor of adventurers.</p><p>If the materials for making the researched items are fairly plentiful, they won't be expensive. Especially at first when nobody can use those materials. When demand for the researched items goes up so will the value of the items. Unless they drop like candy, its going to favor adventurers and not crafters. Only if the materials are more common than the availability of crafters to produce demanded goods will crafters really see a benifit.</p><p>If you needed 10 or even 100 drops from dungeons that would benifit crafters greatly. Now your not depending on a single rare drop, but rather an accumilation of material from several runs and adventurers. Adventurers are reluctant to part with rare drops that provide powerful items (thus high broker prices). If they have 1/100th of a rare and powerful item, they should be less reluctant to give it up. Also with 1 drop = 1 fabled-crafted item the only mobs that should drop it are boss mobs. At 1/100th the items should be on the zone drop table and any mob should drop them rarely, with the items being a common drop on named loot tables as a bonus. Like a 50% none, 40% drops 1, 6% drops 2, 3% drops 3, 1% drops 6. With that kind of use and drop rate the materials come from adventure zones but favor crafters.</p><p>Well, we'll see what its like when AoD goes live. It does make me wonder if every zone is going to start dropping the new materials, considering that the recipes start at 10?</p>

Luevien
11-03-2011, 09:40 PM
<p>Well, this is depressing.</p><p>I've been moderately excited about the potential of Tradeskill Apprentices since I watched the Fan Faire coverage, and my enthusiasm has been building as we get closer to release. Thanks to this press release, I'm feeling lukewarm about it at best.</p><p>Only Coldain dwarves? Another "potentially" "close to" 100 recipes that require heroic drops, just like the dozens of Velious recipes I currently have cluttering up my recipe book, of which I've made I think three, maybe four at most?</p><p>I'm really not seeing anything interesting or compelling here. Rather than introducing a creative or novel new system, this seems like a way to add an extra layer of complication onto a bland extension of the current system under which players are locked out of most post-Velious tradeskill content unless they're also running heroic adventuring content regularly.</p><p>Maybe there are new features that really will be exciting to me, and they just haven't been cleared for discussion yet, but on the basis of this piece I'm not going to hold out much hope.</p><p>And, I just have to say it again: only Coldain dwarves? Once you have the code in place for the apprentices and the method for obtaining them, is it really that much work to include other races? Are there so many new race-dependent art assets to be created for the apprentices themselves that it's impossible to do in time? This just seems lazy to me, unless they're planning on releasing the other races on the Marketplace as somebody above speculated. Now that would really annoy me.</p>

Rijacki
11-03-2011, 09:46 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Zaktull@Antonia Bayle wrote:</cite></p><blockquote><p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p></blockquote><p>I'm thinking there will be about 300 new recipes, not 900. Each class can access 100, but they didn't say there wouldn't be any overlap. I figure 100 per subclass. I hope I'm wrong, but I wouldn't count on it.</p><p>This sounds like it should keep us entertained for about a year before it starts to backfire. After a year people will start to expect that a level 90 crafter should know all high level recipes which will hamper new crafters. Good news is that even new crafters can start researching low level recipes, but I'd bet by the time the apprentice finishes his first recipe you could be a 90 crafter. </p></blockquote><p>"Each crafting class can potentially gain close to 100 recipes through the tradeskill apprentice."</p><p>Pessimist in me:</p><p>Yeah it's going to be by archetype and 10 recipes per 'teir' which would be at most 80 per archetype (since it starts at level 10) and 80 is 'close to' 100. Or they'll all be artisan recipes with a grand total of nearly 100 (or just 80) that everyone can eventually learn.</p><p>Since the recipes mentioned are "armor, weapons, accessories, and food", this means all scholars (alchemists, sages, and jewelers) will likely be making jewelry at best. Nothing even closely related to their class for alchemists and sages.</p><p>Optimist:</p><p>At least it's not the apprentice playing the game for you, which is what my first impression was based on the information at Fan Faire (and what the noob the gnome video shows the mercenary doing on the adventure side).</p>

gourdon
11-03-2011, 11:56 PM
<p><cite>Rijacki wrote:</cite></p><blockquote><p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Zaktull@Antonia Bayle wrote:</cite></p><blockquote><p>So from my understanding of the Q&A a tradeskill apprentice can be summoned up in one sentence :</p><p><span style="color: #ffff00;"><strong>An NPC that will research rare recepies for you, which you can then in turn craft once researched.</strong></span></p><p>That about covers it right ?</p><p>And each craft - jewelry, alchemy etc - have approximately 100 new 'researchable recepies' which divided out over tiers ends up being about 11 Per Tier?</p><p>These items are then tradeable/sellable through the broker etc</p><p>Did i get any of that wrong?</p></blockquote><p>I'm thinking there will be about 300 new recipes, not 900. Each class can access 100, but they didn't say there wouldn't be any overlap. I figure 100 per subclass. I hope I'm wrong, but I wouldn't count on it.</p><p>This sounds like it should keep us entertained for about a year before it starts to backfire. After a year people will start to expect that a level 90 crafter should know all high level recipes which will hamper new crafters. Good news is that even new crafters can start researching low level recipes, but I'd bet by the time the apprentice finishes his first recipe you could be a 90 crafter. </p></blockquote><p>"Each crafting class can potentially gain close to 100 recipes through the tradeskill apprentice."</p><p>Pessimist in me:</p><p>Yeah it's going to be by archetype and 10 recipes per 'teir' which would be at most 80 per archetype (since it starts at level 10) and 80 is 'close to' 100. Or they'll all be artisan recipes with a grand total of nearly 100 (or just 80) that everyone can eventually learn.</p><p>Since the recipes mentioned are "armor, weapons, accessories, and food", this means all scholars (alchemists, sages, and jewelers) will likely be making jewelry at best. Nothing even closely related to their class for alchemists and sages.</p><p>Optimist:</p><p>At least it's not the apprentice playing the game for you, which is what my first impression was based on the information at Fan Faire (and what the noob the gnome video shows the mercenary doing on the adventure side).</p></blockquote><p>If the mercs can't out fight Gnoob, then there would be no point to having them.</p>

ttobey
11-04-2011, 01:17 AM
<p>How do you even pronounce Omougi?</p>

Corydonn
11-04-2011, 01:28 AM
<p><cite>ttobey wrote:</cite></p><blockquote><p>How do you even pronounce Omougi?</p></blockquote><p>Oh-Moo-Gi</p>

Dreyco
11-04-2011, 01:36 AM
<p>Wait.. ONE race?  ONLY Dwarves?</p><p>Even with possibility of facing the wrath of Brasse... putting a COLDAIN DWARF in my giant IKSAR THEMED HOUSE does not seem ... good?</p><p>Maybe i'll shove him in a one room inn and call it a day... x.x</p><p>Not cool.</p>

Zabjade
11-04-2011, 05:01 AM
<p><span style="color: #00cc00;">Just a few comments: </span></p><p><span style="color: #00cc00;"><strong>The materials bottleneck</strong>(Someone mentioned this one) could ba an issue not only for pure crafters but soloist as well (I do sometimes join groups but have never seen the items drop-proabably going to the wrong zones though) On the broker most of the drops are in the 100+ Plat range</span></p><p><span style="color: #00cc00;"><strong>I just hope the end product is marketable</strong> on the broker (rather then commission)</span></p><p><span style="color: #00cc00;"><strong>Visual: </strong>Umm that looks like an average Dwarf not a Coldain...Since he is likely going to deal with hot times (Depending on his Tradeskill class) perhaps something more fire-resistant then a robe might be in order? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </span></p>

Arbreth
11-04-2011, 10:28 AM
<p>I have nothing against the Coldain, but that dwarf pictured is not blue. facial structure aside...wonder who his daddy was?  I too will be very disappointed if the other classes are SC only.  What if Dreyco decides to hire Peach there, then an Iksar does become available, would he lose the recipes/skills/progress Peach has already learned for him?  Or are they permanant to Dreyco?</p><p>I am not a crafter, I find it an absolute chore outside of making special holiday items for decorating projects or books as needed, after seven years (has it been that long since launch?) I still do not have a top level crafter.  I was hoping, from the way it had been described earlier, that the apprentice was something to help my characters become more productive.  Ah well, I prefer to support those that like such drudgery so I suppose I shall be out hunting componants for them then.</p><p>Also, last thought... If the 'expansion' is going out end of November (doubt it) and no one is yet in Beta other than SOE (I thought the players would be part of the 'friends & family'<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> how are we going to have time to test Peach?</p>

Barbai
11-04-2011, 01:35 PM
<p>Well bummer hopefully the heroic drops required will be common and exculsive enough to make it worthwhile.  Though why does it say that only coldain will be available when their picture shows a normal dwarf?</p>

denmom
11-04-2011, 02:06 PM
<p><cite>Dreyco wrote:</cite></p><blockquote><p>Wait.. ONE race?  ONLY Dwarves?</p><p>Even with possibility of facing the wrath of Brasse... putting a COLDAIN DWARF in my giant IKSAR THEMED HOUSE does not seem ... good?</p><p>Maybe i'll shove him in a one room inn and call it a day... x.x</p><p>Not cool.</p></blockquote><p>Maybe make him a paperweight on your desk?</p><p>Or better yet, a door stop?</p><p>/offers beer to the Brasse and then runs</p><p><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Valdaglerion
11-04-2011, 02:44 PM
<p><cite>Rijacki wrote:</cite></p><blockquote><p>Optimist:</p><p>At least it's not the apprentice playing the game for you, which is what my first impression was based on the information at Fan Faire (and what the noob the gnome video shows the mercenary doing on the adventure side).</p></blockquote><p>It sounds, unfortunately, similar to the research assistant. If I read it correctly and read between it correctly I surmise it will work thusly -</p><p>Hello Assistant</p><p>Hello Master, what would you like me to learn?</p><p><ul><li>Tier 20 - 29</li><li>Tier 30 - 39</li><li>Tier 40 - 49</li><li>Tier 50 - 59</li><li>Tier 60 - 69</li><li>Tier 70 - 79</li><li>Tier 80 - 89</li></ul><div>[Choose level]</div><div></div><div>Excellent choice, what shall I research [Choose equipment slot or primary stat that will likely be similar to adorns]</div><div></div><div>Very well. I shall get started right away, this will be done in 23 days. You should come back and check on me in case I get stumped in my work.</div><div></div><div>Very well minion, I shall do so /grumble grumble about not finding good help these days...</div><div></div><div>[Come back every 18 -24 hours depending on which daily cycle they put it on]</div><div></div><div>Hello minion! [Right click - provide insight]</div><div></div><div>Thanks Master! That helped me get over this part I thought was going to take longer than anticipated, I can get this done 3 hours faster now!</div><div></div><div>[Rinse and repeat]</div><div></div><div>-------------------------------------------------</div><div>IF it is like that I will cry but honestly, that is about what I am expecting at this point</div><div><div><div></div></div></div></p>

Wookin
11-04-2011, 06:38 PM
Meh. Honestly I was hoping for an apprentice I could chain to a table to mass produce items for me. This doesn't interest me.

Maroger
11-05-2011, 12:57 AM
<p><cite>Wookin@Lucan DLere wrote:</cite></p><blockquote>Meh. Honestly I was hoping for an apprentice I could chain to a table to mass produce items for me. This doesn't interest me.</blockquote><p>I wanted an apprentice to mass produce arrowss - from the sounds of it, like you I am not interested in it.</p>

LivelyHound
11-05-2011, 04:41 AM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p></blockquote><p>/sigh</p><p>Yet again, a waste of time. Every time they do this it fails to work and crafters go meh.</p><p>/pessimism</p><p>Oh joy my pure crafter toons have to rely on my adventure toons to go farm materials for them, and given that the items are going to be supposedly best in slot you just know that the materials are going to be uber rare and thus you'll be lucky to get one material for the one recipe you might possibly have learnt.</p><p>/pessimism off</p>

LivelyHound
11-05-2011, 04:46 AM
<p><cite>Meirril wrote:</cite></p><blockquote><p>Drop rate will either make or kill this. The drops from DoV are rare, and who makes what is so non-intuative that customers spend a lot of time finding someone that can make what they want. In this case, the materials are too expensive for crafters to stock, so the control of supply is in favor of adventurers.</p></blockquote><p>Going on past history you and I both know that it will kill it <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Unless they learnt from Drunder but I doubt it.</p>

Cratoh
11-05-2011, 06:04 AM
<p><cite>LivelyHound wrote:</cite></p><blockquote><p>/sigh</p><p>Yet again, a waste of time. Every time they do this it fails to work and crafters go meh.</p><p>/pessimism</p><p><span style="color: #ff6600;">Oh joy my pure crafter toons have to rely on my adventure toons to go farm materials for them, and given that the items are going to be supposedly best in slot you just know that the materials are going to be uber rare and thus you'll be lucky to get one material for the one recipe you might possibly have learnt.</span></p><p>/pessimism off</p></blockquote><p>And? This is what it should be. My adventurer only toon is now not adventurer only anymore. Uopn hearing about best in slot 4 of my 90/300 adventurers are now also crafters. </p><p>Being a 'pure crafter' does not give you or anyone else the right to all content in the game - and certainly doesn;t give you the right to endgame adventuring/crafting hybrid stuff like this.</p>

gourdon
11-05-2011, 03:34 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Wookin@Lucan DLere wrote:</cite></p><blockquote>Meh. Honestly I was hoping for an apprentice I could chain to a table to mass produce items for me. This doesn't interest me.</blockquote><p>I wanted an apprentice to mass produce arrowss - from the sounds of it, like you I am not interested in it.</p></blockquote><p>I was hoping that the apprentice would spend a month working on an item that is actually useful in the game.  That way a max level tradeskill character would have value outside of consumables.  At this point, armorers are completely useless.</p><p>Most importantly, if an item takes a month of game time to produce, then they can not use rare drops from dungeons to throttle production and not worry about the game being flooded with high stat items or grandmaster combat arts or whatever.</p><p>I know this is just going to be another fluff/cruddy gear disappointment at this point.</p>

gourdon
11-05-2011, 03:36 PM
<p><cite>LivelyHound wrote:</cite></p><blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p>I was excited until I read this:</p><blockquote><p>The recipes will use components dropped from heroic content of the appropriate level range</p></blockquote><p>Oh well.</p></blockquote><p>/sigh</p><p>Yet again, a waste of time. Every time they do this it fails to work and crafters go meh.</p><p>/pessimism</p><p>Oh joy my pure crafter toons have to rely on my adventure toons to go farm materials for them, and given that the items are going to be supposedly best in slot you just know that the materials are going to be uber rare and thus you'll be lucky to get one material for the one recipe you might possibly have learnt.</p><p>/pessimism off</p></blockquote><p>I don't believe any crafted items will be anywhere near best in slot.  They will be the same old useless junk we've had in the past.</p>

Zabjade
11-08-2011, 11:52 AM
<p><span style="color: #00cc00;">I have a possible solution for those who are either pure crafters or who have mostly Solo Adventureres.</span></p><p><span style="color: #00cc00;">Perhaps the idea of Public Quest can be expanded to have<strong> Tradeskill Public Quests</strong>, that reward much the same but with rare crafting compontents added into the mix?</span></p>

Gzelle
11-08-2011, 01:42 PM
<p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #00cc00;">I have a possible solution for those who are either pure crafters or who have mostly Solo Adventureres.</span></p><p><span style="color: #00cc00;">Perhaps the idea of Public Quest can be expanded to have<strong> Tradeskill Public Quests</strong>, that reward much the same but with rare crafting compontents added into the mix?</span></p></blockquote><p>This I can see working.  /points up - perhaps like a Mara instance.</p><p>Cratoh - I dont think anyone is asking that pure crafters get the only desired items - I think what is meant is that it was stated in the beginning of this game that you could choose the path you wanted to take - crafter or adventurer.  It DOES make the items unavailable for pure crafters.  There has to be a better solution for crafters to obtain the necessary ingredients.  I own ONE adventure character a level 81 - she's worked very hard to get there but will be lacking when it comes to "heroic drops". </p><p> /goes off to decorate and looses interest in <span style="color: #ff0000;">Tradeskill Apprentices.</span></p>

Zabjade
11-08-2011, 03:39 PM
<p><cite>Gracee@Crushbone wrote:</cite></p><blockquote><p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #00cc00;">I have a possible solution for those who are either pure crafters or who have mostly Solo Adventureres.</span></p><p><span style="color: #00cc00;">Perhaps the idea of Public Quest can be expanded to have<strong> Tradeskill Public Quests</strong>, that reward much the same but with rare crafting compontents added into the mix?</span></p></blockquote><p>This I can see working.  /points up - perhaps like a Mara instance.</p><p>Cratoh - I dont think anyone is asking that pure crafters get the only desired items - I think what is meant is that it was stated in the beginning of this game that you could choose the path you wanted to take - crafter or adventurer.  It DOES make the items unavailable for pure crafters.  There has to be a better solution for crafters to obtain the necessary ingredients.  I own ONE adventure character a level 81 - she's worked very hard to get there but will be lacking when it comes to "heroic drops". </p><p> /goes off to decorate and looses interest in <span style="color: #ff0000;">Tradeskill Apprentices.</span></p></blockquote><p><span style="color: #00cc00;">Well, <strong>not</strong> instanced, but a clockwork live quest in a major zone.</span></p>