View Full Version : idea for crafted consumable-harvest skill booster
Barbai
12-17-2011, 03:44 AM
<p>Might not lead to anything but I had bit of a random thought for a new kind of consumable. A potion/totem or other clicky that when used would increase the characters harvesting skill for a period of time. This would allow various quest that call for harvest skill to be completed without the hours spent on every single character just to raise them to the needed tier. I figure a scaling method of time versus gain would be appropriate something that increases your skill to 450 for example may only last half an hour but one that increases only a tiers worth ,50 or 60, may work for a longer period of time for example 2 or 4 hours.</p>
Deveryn
12-17-2011, 03:56 PM
<p>I could see a 450 harvest skill potion showing up on SC, but never in a crafter's recipe book. The lower values you suggest will likely never show up in a recipe book either. To begin with, harvesting is one of the simplest things in the game. Getting to max is easier than anything else in the game and you get rewarded with rares along the way. What you're asking for is a major shortcut. We already have recipes and quests granting items that can take your total skill bonuses to around 70.</p><p>I've gone through the leveling process 8 times already. I think it's worth it just to have the skill maxed and ready to go, rather than finding out x skill is needed and having to look around for some consumable. There are likely to be more harvesting related quests down the road, so they may as well be maxed.</p><p>If you find harvesting to be a chore now, it really won't get much easier with an instant cap bonus being applied. I've found that even when you get a smaller bonus, you still get a few of fails when harvesting the next tier up. I can only imagine being 10 or 100 in harvesting in a tier 9 zone would be a real test of patience.</p>
Meirril
12-17-2011, 09:03 PM
<p>Not a bad idea. Though I think 450 points would be a bit much. Still, allowing 50 or even 100 skill points for 30 minuites at a time would be interesting. This would allow a tier to be skipped while skilling up.</p><p>This seems like it would be most appropriate for Woodworkers as they make the out of combat bonus items, as well as harvesting tools.</p>
Barbai
12-18-2011, 06:32 PM
<p>The reason I stated the max skill was the simple aspect of a high level character , I consider 75+ high, suddenly getting a requirement to obtain harvest items for their tier and either never or only minimally worked on the harvest skill. Having time to think it over some more though some level restrictions would be needed. When I first thought of it I was simple thinking of it from a point high level that never worked on the skills , however I didn't take into account the possibility of a low level taking this item and going well beyond their possible skill cap and going several tiers ahead of what they normally do.</p>
Kuulei
12-18-2011, 08:51 PM
<p>Some quests have required a certain level since launch and there always seems to have been a need to have some skills in gathering.</p><p>Dwarven Work Boots - HQ was the first to require the ability to gather. Back then Antonica was min 45 skill and you were required to mine 100 iron ore and gather 100 severed maple (which 50 of each was returned to you) Now you only need skill 20 for t2 and now you only need 10 of each item.</p><p>The next big jump in gathering and one of the newer questlines, its in Butcherblock Mtns, where you're asked to get lumber, so a skill of 90 is required.</p><p>With Kunark's release, a few of the fabled Epic lines, required you to me able to gather the rares needed for your epic. They have removed the requirement to gather the rares and they can be purchased now, however some STILL require to gather a certain item and still require an ability around 300.</p><p><strong><span style="font-size: x-small;">So what I am trying to say, is that somewhere along your voyage through the game, you'll find the need to gather / mine something to complete a quest.</span></strong></p><p>Your best bet, just do it! First things first! Get a compact harvesting kit for your highest current level (<em>at least 20 adventurer or crafter</em>) for example if you're level 20 adventurer, get an <em>'compact ash harvesting kit'</em>, if your 80+ <em>'compact sumac harvesting kit'. </em>There are several tiers in between the ash and sumac, just ask in the crafting channel!</p><p>Start off in <strong>Mara</strong> (accessable via a world bell) and visit <strong>Qho Augren</strong> (-35, 11, -109) and get the quest <strong><em>'A Gathering Obsession'</em></strong> this starts off in T1 (I find taking the bell on the dock in mara and popping over to <strong>Timorous Deep </strong>the fastest way to go and gather whats asked (less than 5 mins of your time), Return to Qho and collect your 17+ gold and aa experience! This questline continues through each tier, awarding gold and AA experience. This questline can be done easily in a day if you are 70+. The reward of coin and AA experience is nice. The rares gathered during the questline are a nice plus as well.</p><p>Now that I have gotten off track, there was a fishing questline in stonebrundt that gave an item to use with +50 fishing iirc. But that does sound like a good idea, if a questline REQUIRES that you gather / mine / fish, that perhaps a temporary item with +50 to all skills, just to help. I really don't think a +375 (I believe that is whats needed for T9) should be given. If you don't want to gather at all, don't do the quests! The ones that need you to have the skill, is woven into the questline. Getting your skills up to par takes a day with many rewards for doing so!</p><p><em>Just wait until the OP finds out that they need to be a crafter to do a few of the questlines, like the Coldain Ring...</em> <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p>
Barbai
12-18-2011, 11:44 PM
<p><cite>Kuulei wr</cite></p><blockquote><p><em>Just wait until the OP finds out that they need to be a crafter to do a few of the questlines, like the Coldain Ring...</em> <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p></blockquote><p>Actually I have several crafters as well as solstice earrings, harvest cloak and such and their own craft level is much higher then they adv level the reason this idea came about was the lack of a need to keep harvesting for every character due to the various harvest depots. I know in my guild we quite literally have thousands of harvest for nearly every tier making the need to harvest rather mute for any new characters.</p><p>Combined that with the fact that you can easily gain levels much faster ,the need to harvest can create a fairly large cap between skills gained unless you take the time to raise methodically raise them. While I didn't expect such harsh criticism forum the crafting board against the concept of a new player made item, I simply wanted to offer an idea for something that didn't have to be put on station cash as well as an option for those that didn't want to invest in several hours of grinding for their lesser skilled alt.</p>
Elomort
12-19-2011, 12:49 AM
<p>I think I would only support it if the chance to get rares whilst under this potion's effect was removed.</p>
WanyenII
12-19-2011, 01:57 AM
<p>If its only a short duration potion, I don't think you would really have to worry about someone harvesting a ton of rares with it. There are some quests that require you to harvest a rare, so not allowing rares would undoubtedly dampen the potential usefulness.</p><p>One more related alternative would be a one shot/one chance potion that gave significant chance at a rare; but no gurantee on that, and no gurantee on the kind of rare where more than one kind can come from a single node. Something like this makes a lot more sense to me than straight up selling rares on the marketplace, which while I am not excited at all about, will probably happen/be demanded again, just because of the f2p model that limits to mastercrafted.</p>
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