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Hordolin Awanagin
03-15-2012, 11:03 PM
<p>Provisioner recipes. I've created all but 6 of the items out of the Provisioner Essentials Volume 91 and Advanced Provisioner Volume 91. (server coming down so I'm posting).</p><p>All the recipes give a unique name but the products for all of them are an Ambrosial xxxx in various quantities. They create 40 to 100 (depending on the recipe and completion amount) but gives the items to you in stacks of 20 that are not stackable higher than 20.</p><p>So far:</p><p>Exotic Meat Pie > Ambrosial PieKromzek Facemelter > Ambrosial MeadMidnight Black > Ambrosial TeaPanther Chops > Ambrosial CakeRaptor Chops > Ambrosial SteakSeasoned Fruit Basket > Ambrosial FruitSeer's Tea > Ambrosial CoffeeSmall Exotic Meat Pie > Ambrosial PieSmall Panther Chops > Ambrosial CakeSmall Raptor Steak > Ambrosial Steak</p><p>All of the products are 30 minute or 35 minute durations (using 15 fuel and sometimes 15 main ingredients)</p><p>All of the icons for the producs are sparkly like they're the recipes you'd make from your research assistant.</p><p>I did notice with Small Exotic Meat Pie, I completed the recipe in the 4th bar of tradeskill progress but received only 80 of the product instead of 100.</p>

Kuulei
03-16-2012, 01:34 AM
<p>Carpenter:</p><p>   Appears the Advanced Carpenter 91 has no recipes requiring rares and only 5 fuels just like the 91 essentials.  Also one of the advanced, 'draconic barricade' is asking for 10 fuels, and possiblt a rare but its asking for Rhenium Ore that seems to be tagged as a rare for this recipe only so can't make it either.</p>

Cloudrat
03-16-2012, 03:34 AM
<p>Tailor the fighter leather for  monk/bruiser and the priest leather for  fury/warden  then along comes the mage cloth  and it is for wiz/warlock  lol that leaves out 4 other mages  coercer / illy and necro/conj</p><p>backpack quiver and sack make mottled instead of bear pelt  even though they use bear pelt mats</p>

Gneaux
03-16-2012, 05:59 AM
<p>As for the harvests,, I am finding MANY of the harvests that look exactly like other tier harvests, for example, The T10 amethyst looks exactly like the t8 kunzite. This could become rather confusing if one has to go into the harvest box to take out mats for say, the Bathezids Watch faction to work on a master crafter. If we could get some different looking icons for the t10 harvests , that would be MOST helpful.</p><p>Also have noticed, the Hunter and Gatherer guild hall amenities do not want to go out and look for t10 harvests' ( but the Miner does) as well as the pack pony does not gather t10 harvests.</p><p>I have also noticed that dens in the t10 zones are also producing "meats". Is this intentional, because since the Kunark expansion they were aquired by either killing mobs or through the guild hall harvesters, are we suddenly going back to Echoes of Faydwer as far as the aquisition of crafting meats?</p>

NiamiDenMother
03-17-2012, 02:48 PM
<p>Carpenter:</p><ul><li>Items show as handcrafted</li><li>Items have way too low a rent status reduction for the tier</li><li>Rare recipes do not use rares (which would mean a mastercrafted tag, and even more status reduction)</li><li>Items are missing a made by tag</li><li>Item names are ... odd.  Were these just placeholder names?</li><li>Cannot test advanced carpenter volume 62 until quest rewarding it is fixed</li></ul><p>Woodworker:</p><ul><li>Recipes show "bug" icon for finished product</li><li>Items show "bug" icon for finished product</li><li>Item names are still the gibberish temporary names that do not match the recipe names</li><li>Items are missing a made by tag</li><li>Bucklers and round shields are tagged as weapons</li><li>Is it intentional that these items be legendary heirloom so that they must be commissioned?</li><li>Cannot test advanced woodworker volume 62 until quest rewarding it is fixed</li></ul><p>Misc:</p><ul><li>Harvestable icons got blanked out with Friday night build</li><li>No woodworking table available in-zone, even though quests at both ends of the zone require combines on one</li><li>No map POI given by quest sending you from the first questgiver at the start of the zone to the other end of the zone</li></ul>

NiamiDenMother
03-17-2012, 03:34 PM
<p><span ><p>Weaponsmith:</p><ul><li>Recipes show "bug" icon for finished product</li><li>Items show "bug" icon for finished product</li><li>Item names are still the gibberish temporary names that do not match the recipe names</li><li>Items are missing a made by tag</li><li>Is it intentional that these items be legendary heirloom so that they must be commissioned?</li><li>Cannot test advanced weaponsmith volume 62 until quest rewarding it is fixed</li></ul></span></p>

NiamiDenMother
03-17-2012, 04:46 PM
<p>Jeweler</p><ul><li>Rune of Double Blast VII (Journeyman) and Rune of Double Blast VII (expect) recipes have bug icon, and no product listed. Also cannot even begin the crafting process on these two recipes.</li><li>All flavors of rhenium band recipes use the bug icon and produce the gibberish internal item names.</li><li>All flavors of tungsten band recipes use the bug icon and produce the gibberish internal item names</li><li>All flavors of rhenium bangle recipes use the bug icon and produce the gibberish internal item names.</li><li>All flavors of tungsten bangle recipes use the bug icon and produce the gibberish internal item names.</li><li>Is it intentional that the rings skip the imbue step?  (Mind you, I like only having to do one combine for the ring, instead of having to make the ring, then imbue it, but it is a different mechanic, so I question it.)</li></ul>

Whilhelmina
03-17-2012, 04:51 PM
<p>I had a question: are the recipes still asking for 5 fuels for common and 19 fuels for rare?</p><p>If so, I think the price of the fuel should be dropped by quite a bit. 3g60 is a steep increase in price.</p>

Senya
03-17-2012, 05:09 PM
<p>Oops, wrong thread!  Carry on.</p>

NiamiDenMother
03-17-2012, 05:36 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>I had a question: are the recipes still asking for 5 fuels for common and 19 fuels for rare?</p><p>If so, I think the price of the fuel should be dropped by quite a bit. 3g60 is a steep increase in price.</p></blockquote><p>10, not 19, at least in the jeweler's recipes I am eyeing right now.  The fuel costs are more than double that of the previous tier, which will be painful!</p>

NiamiDenMother
03-17-2012, 06:37 PM
<p>Jeweler (more):Issues with the rhenium bands and rhenium bangles (cannot check the tungsten versions until I have more rares):</p><ul><li>Rhenium bangles (issues with all but the agility version)</li><li>The rhenium bangle of intelligence (100_774_mage_wrists) has more WIS than INT and needs those two stats reversed</li><li>The rhenium bangle of wisdom (100_774_priest_wrists) has more INT than WIS and needs those two stats reversed</li><li>The rhenium bangle of strength (100_774_fighter_wrists) has more AGI than STR and needs those two stats reversed.</li><li>On the rings, just the rhenium band of agility (100_774_scout_fingers) has more STR than AGI and should have those two stats reversed</li></ul><p>Sage:</p><ul><li>The following level 91 sage recipes are broken for both Journeyman and Expert versions (bug icon, also cannot begin crafting process):  Crystal Blast X, Flames of Velious V, Mana Cloak V, Smite Corruption V, Spirit of the Bat V, Vampire Bats V</li><li>The following level 92 sage recipes are broken for both Journeyman and Expert verstions (bug icon, also cannot begin crafting process): Fiery Annihilation IX, Petrify VII</li></ul>

Cloudrat
03-19-2012, 03:26 PM
<p>Most every recipe I have gotten  still has the little green bug on it, so I am guessing that means it's not ready and not much sense in bugging it or reporting anomolies yet.</p><p>One thing  I will mention though is Essential gear  from outfitters is all <span style="font-size: small;">heirloom</span>, which I don't believe should be done.  If you are setting  a new system for the next tier in place please let us know<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Also level 91 makes feet and level 92 bracers. It would be nice if level 92 made something that we couldnt get from researched recipes. We are going to be short a lot of gear as it is lol.</p>

Omougi
03-19-2012, 06:59 PM
<p>The new crafted items are in a really rough state and have quite a few bugs right now.  I'm working through them.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

zogs
03-20-2012, 03:16 AM
<p>Sage</p><ul><li><span ><span >There is no</span> <span >level</span> <span >92</span> <span >Grasping Bones VII(Necromancer's Spell).</span></span></li></ul>

Rijacki
03-20-2012, 01:47 PM
<p>Tailor's essentials/advanced 91: 3 boots (and missing 4 mage classes as Cloudrat noted) and 3 belts.</p><p>Belts?? Belts from level 20 to 90 have been in the jeweler's essentials/advanced. Yes, other classes have made belts with the 'special' recipes but.. really? Not to add that belts are currently the researched recipes for Provisioners.</p><p>I haven't been able to spend much time on test (RL interference) so haven't gotten too far yet.</p><p>I also note that meats are back to being in the dens, shared with the pelts.</p><p>Continuing...</p><p>While not that difficult to get to the other area for the 92 books (I think it would be possible for a low level who was careful), I couldn't find any crafting stations there. Going back and forth to the Combine area is really a needless timesink. Expecting someone to happen to have the right portable station is not a good requirement.</p><p>Currently the agro radius on the mobs isn't bad and it is possible to harvest if one is careful. However, the ratio of metal nodes to all others was pretty high, unless I was missing most of the non-metal nodes.</p><p>I've seen the 92 essentials book now. The pack, quiver, and sack are the same size as the mottled. Cloudrat already made a good observation on the others.</p>

NiamiDenMother
03-22-2012, 03:06 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>The new crafted items are in a really rough state and have quite a few bugs right now.  I'm working through them.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yep, we're still going to mention things, just in case they're not on your radar, though.  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>Weaponsmith:</p><ul><li>"blessed tungsten long sword" recipe.  Our friend the little green bug is the icon, the primary ingredient is missing, and hence, the crafting process cannot even begin</li><li>"Imbued rhenium dirk": product is missing the "imbued" part of the name. (Item name is still "rhenium dirk", but there is an imbue on it.)</li><li>"blessed rhenium battle hammer" - requires tungsten battle hammer primary (should be asking for the rhenium battle hammer)</li><li>"imbued rhenium battle hammer" - requires tungsten battle hammer primary (should be asking for the rhenium battle hammer)</li><li>"rhenium assault axe" - is producing the rhenium hand axe. (the rhenium hand axe recipe is also producing the exact same item, so this is an item mislink, not a misname)</li></ul><p>I also don't see sufficient weapons here for brawlers and beastlords to dual-wield - there's the lore-equip  rhenium dirk for the beastlords, but nothing for the second hand.</p><p>~~</p><p>I'm sure it is mentioned elsewhere a time or three, but while I am in the hall staring at them, the dialog for the Guild Hall Hunter Hireling and the Guild Hall Gatherer Hireling need to be fixed (the miner is ok).  You have to tell them the final option of "Sorry, I don't need any ..." in order to convince them that you want them to harvest tier 10.</p>

NiamiDenMother
03-22-2012, 04:00 PM
<p>Woodworker:</p><ul><li>Blessed swamp ash buckler recipe - has bugged third and fourth ingredient slots that should be totally removed (2-ingredient combine)</li><li>Imbued swamp ash round shield recipe - has bugged third and fourth ingredient slots that should be totally removed (2-ingredient combine)</li><li>Ditto the above for the blessed bubinga buckler and the imbued bubinga round shield recipe</li><li>(the round shields and bucklers, as mentioned before, are being treated as INVALID slashing, on top of this, of course)</li><li>rhenium broadhead arrow recipe - yields rhenium field point arrows</li><li>rhenium field point arrow recipe - yields rhenium broadhead arrows</li><li>blessed bubinga club, blessed bubinga cudgel, blessed bubinga knotted club, imbued bubinga club, imbued bubinga cudgel, imbued bubinga knotted club - all 6 bless/imbue recipes have bugged third and fourth ingredient slots that should be totally removed</li><li>um ... looks like it is blessed and imbued everything from the essentals/advanced woodworker 91/92 books.  For completeness' sake, the ones not listed above already are: blessed/imbued swamp ash club, blessed/imbued swamp ash cudgel, blessed/imbued swamp ash knotted club</li><li>bubinga cudgel recipe yields bubinga club ... bubinga club recipe yields bubinga cudgel</li></ul>

Therendil
03-22-2012, 07:45 PM
<p><strong>Tailor:</strong></p><ul><li>Tranquil Bear Pelt Slippers</li><li>Tranquil Bear Pelt Cuffs</li><li>Tranquil Reptile Hide Slippers</li><li>Tranquil Reptile Hide Cuffs</li></ul><p>These recipes make Cloth armor with appropriate stats, but use a pelt as the primary ingredient. This is out of line with all other recipes and makes the rare root useless.</p><ul><li>Bear Pelt Leather Backpack</li><li>Bear Pelt Leather Quiver</li><li>Bear Pelt Leather Sack</li></ul><p>These actually make the T9 Mottled item. Recipe must link to wrong DB item.</p><ul><li>Reptile Hide Leather Backpack</li><li>Reptile Hide Leather Quiver</li><li>Reptile Hide Leather Sack</li></ul><p>These actually make the T9 Spotted item. Same issue.</p>

Omougi
03-22-2012, 09:51 PM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>The new crafted items are in a really rough state and have quite a few bugs right now.  I'm working through them.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yep, we're still going to mention things, just in case they're not on your radar, though.  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>Yep!  Please continue to report any oddities.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Neskonlith
03-22-2012, 10:40 PM
<p>Any T10 tradeskill apprentice recipes with T10 reactants yet?</p><p>Do WW get a T10 MC arrrows/ammo recipe?</p><p>... waiting for testcopy add to investigate  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Gwyrdd
03-23-2012, 12:56 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p>Any T10 tradeskill apprentice recipes with T10 reactants yet?</p></blockquote><p>I've been wondering about this. Regrettably, I had my apprentice down in my house (as always) when I /testcopied and can't hire a new one without the contract that's impossible to retrieve.</p><p>The T10 reactant question, for me, has another side besides "what's the new cool stuff?" If there are such reactants, and the apprentice system works as it currently does, primary tradeskillers lose the low low chance for a T9 reactant once they pass 90, in favor of the T10; that's the only source of reactants for tradeskillers who aren't adventurers cool enough to do the content where they drop. "Are the T9 researched recipes now completely obsolesced by new researched recipes?" is the dependent question.</p><p>I need to copy over one of my other crafters with an apprentice in-bag, and get looking.</p><p>On a related note, the /testcopy problem with an apprentice currently placed brought another question to my mind. The features list for the GU boasts of a new "elite" apprentice. For crafters who desire this apprentice's services, do they now need to carry their apprentice contract at all times in case they run into said character?</p>

Therendil
03-24-2012, 06:45 PM
<p>Geez, it took me forever to notice this:</p><p>Level 91 and 92 recipes can be scribed and used at level 90. Confirmed this with Alchemist and Tailor. Probably true for all trades.</p>

Cloudrat
03-24-2012, 06:45 PM
<p>A lot of really neat stuff in the new items for carpenters. Only recipe that doesn't work is the same one from last batch the barricade. All are on display in piano room of HoT guildhall in Gorowyn.</p>

Therendil
03-24-2012, 07:37 PM
<p>This is quest related but also crafting related, so I'm posting it here.</p><p><strong>Quest: Clearing the Brush (tradeskill)</strong>Player harvests 5 Tainted Shrub growing around the stela. These are required for the recipe that makes the Ritual Daggers, but are not consumed by the combine, and remain in inventory after the quest is completed.</p>

Whilhelmina
03-24-2012, 08:11 PM
<p>Price of fuel needs to change. It still asks for 5/10 fuels per item which is a nice number (aka: we're used to it) but the price skyrocketted. Really, 7 plats and 20g for a stack of fuel used to craft 20 mastercrafted or 40 handcrafted items? You're gonna ruin crafters.</p><p>Other problem: imbuing mat is called "effulgent material" and fuel is called "astral (whatever)". The fuel named were changed not long ago to make it match the name of the material. For consistency sake, the material should be called "astral material".</p><p>Primary component for draconic barricade is not working.</p><p>Level 91 writs are missing.</p><p>Level 90 books are missing.</p><p>Draconic spire platform and draconic stage don't have a bottom.</p>

Therendil
03-24-2012, 09:20 PM
<p><strong>Alchemist</strong>Level 91 EssencesThese recipes all make the V item instead of the expected VI item. This is true for the Journeyman and Expert recipes. The level 92 recipes work correctly.</p><ul><li>Black Widow Stance VI - makes V</li><li>Bruising VI - makes V</li><li>Doom Judgement VI - makes V</li><li>Frenzy VI - makes V</li><li>Taunting Assault VI - makes V</li></ul><p>Level 91 and 92 potions and poisons</p><ul><li>Robust recipes - All make the Focused version</li><li>Savant's recipes - All make the Specialist version</li></ul>

NiamiDenMother
03-24-2012, 10:01 PM
<p>Armorer:</p><ul><li>What limited recipes there are in the 91/92 books are all bugged.  (Bug icon, no item linked in to them)  I'm guessing these are still on the pending list.</li><li>When the items are linked in, also note that the imbued recipes need extra work as they have two extra unused ingredient slots showing  "<span style="color: #ff0000;">2 [0]</span>" that need to be stripped out.  </li></ul><p>Provisioner:</p><ul><li>On top of recipes being linked to the level 90 apprentice foods and drinks, instead of what the name implies should be linked in, the yields are off.   The grander the name, the less it makes, the "small" makes more of something than the "giant" version -- and all take the same amount of fuel.  I'm going to stop trying to make sense of it until another patch or two hits.  ;D</li></ul>

d1anaw
03-24-2012, 10:55 PM
<p>I noticed the pack pony still won't harvest in this area and this was mentioned early on. Since we cannot seem to get our guild to transfer over to test, I don't know about the harvesters.</p>

Cloudrat
03-25-2012, 07:53 AM
<p><cite>d1anaw wrote:</cite></p><blockquote><p>I noticed the pack pony still won't harvest in this area and this was mentioned early on. Since we cannot seem to get our guild to transfer over to test, I don't know about the harvesters.</p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=516413">http://forums.station.sony.com/eq2/...topic_id=516413</a></p><p>See that post for current information about harvesters.</p>

Kuulei
03-25-2012, 12:12 PM
<p><cite>Whilhelmina@Storms wrote: (snipped)</cite></p><blockquote><p>Price of fuel needs to change. It still asks for 5/10 fuels per item which is a nice number (aka: we're used to it) but the price skyrocketted. Really, 7 plats and 20g for a stack of fuel used to craft 20 mastercrafted or 40 handcrafted items? You're gonna ruin crafters.</p><p><span style="color: #ffff00;"> Fuels from T8: smoldering, are 1 gold each and as per all previous tiers, kindling is half (50 silver) due to QTY used</span></p><p><span style="color: #ffff00;">Fuels from T9: Ethereal, are 1 gold, 56 silver and as per all previous tiers, kindling is half (78 silver) due to QTY used.</span></p><p><span style="color: #ffff00;">So WHY are Fuels from T10 double in cost, with kindling the same price as all other T10 fuels making the kibdling actually quadrupled?</span></p><p><span style="color: #ffff00; font-size: small;">A more reasonable prices would be in range of <em><strong>2 gold - 2 gold, 40 silver</strong></em> for all fuels. With prov recipes yielding more, QTY of items crafted would offset</span></p><p>Other problem: imbuing mat is called "effulgent material" and fuel is called "astral (whatever)". The fuel named were changed not long ago to make it match the name of the material. For consistency sake, the material should be called "astral material".</p><span style="color: #ffff00; font-size: small;">Yes, please change Effulgent Material to<strong><span style="text-decoration: underline;"> Astral Material</span></strong>! It will avoid confusion</span></blockquote>

Whilhelmina
03-25-2012, 07:59 PM
<p>There need to be a change with the quest system, or an alternative. I just realised the books are quested only... which means that if you reset your tradeskill class, you won't be able to get the books back. The quests should be removed from quest journal in that case so players can do them once again (like for the Proof is in the pudding) or added to a vendor if the quest was done.</p>

Soresha
03-25-2012, 08:48 PM
<p>Please make apprentices scalable!</p><p>The new TS apprentice Dresniak is MASSIVE, four times the natural height of my fae. And really doesn't fit well in my house.</p>

yohann koldheart
03-25-2012, 09:18 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Please make apprentices scalable!</p><p>The new TS apprentice Dresniak is MASSIVE, four times the natural height of my fae. And really doesn't fit well in my house.</p></blockquote><p>i agree, he's a giant , waaay to big.</p>

Therendil
03-26-2012, 12:15 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>There need to be a change with the quest system, or an alternative. I just realised the books are quested only... which means that if you reset your tradeskill class, you won't be able to get the books back. The quests should be removed from quest journal in that case so players can do them once again (like for the Proof is in the pudding) or added to a vendor if the quest was done.</p></blockquote><p>Ugh. Good point. The problem with crafting quests has come up before. With the Wantia tools, there is an NPC to do trade-ins so you can get the tool for your new class. Probably need something different for recipes.</p><p>It seems like there are two options for any trade-specific item: 1) reset the quest so the character can do it again, and 2) have an NPC to offer trade-ins. From a storyline perspective, making people do the quest work over seems most logical. Would need to do that for recipes anywhay since they vanish in the reset and would not be there to trade in.</p><p>I vote for resetting the tradeskill quests when the tradekill class is reset.</p>

Whilhelmina
03-26-2012, 01:01 PM
<p>Is there a reason why the items needed for the tradeskill quests are in level 85 books and are level 86?</p>

Mermut
03-26-2012, 01:14 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>Is there a reason why the items needed for the tradeskill quests are in level 85 books and are level 86?</p></blockquote><p>This is definately an extremely odd decision. It would make alot more sense for the recipes to be the same level as the tradeskill quest.</p>

Whilhelmina
03-26-2012, 01:55 PM
<p>Ah, while I'm at it, I found out why we had extra tainted shrubs in inventory when finishing the quest. In fact we gather them for "Clearing the brush", but the quest doesn't remove them as they're used on the next step, BUT the NPC gives them to us for "A timeless instrument" so we end up with 2x 5 shrubs instead of only 5 shrubs.</p><p><strong>Provisionner recipes:</strong></p><p>On top of making the wrong items, those recipes shouldn't have a sparkling effect on them.</p><p><strong>Tailor recipes:</strong></p><p>I see boots and belts in 91 books and bags and forearm pieces in 2nd book. Bags are bugged.</p><p>Worse: tailors NEVER made any belts. Belts are a jeweler recipe, not a tailor recipe. Those belong in the Jeweler book.</p>

Neskonlith
03-26-2012, 02:48 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Please make apprentices scalable!</p><p>The new TS apprentice Dresniak is MASSIVE, four times the natural height of my fae. And really doesn't fit well in my house.</p></blockquote><p>If we are going to go down the path of having half a dozen or so tradeskill apprentices as time goes on, I'd like to have the option of choosing race and scaling for the npcs!</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

tkia
03-26-2012, 02:51 PM
Personally I think the essentials recipe books need to go back on the vendor with the other 90 levels of recipe books. After 9 tiers of knowing exactly where to find them I would prefer the final 2 remain with the rest for consistency. And I hope that the advanced books are still dropping from mobs as usual? I actually like having those handed out as quest rewards. However, I know some people absolutely loathe and detest questing and would probably be much happier just buying them from the broker as normal.

Enica
03-26-2012, 04:21 PM
<p>This might not be the right thread and/or it may have already been mentioned, but when I was crafting today, my character had no animation. I wasn't mounted either. I just stood there by the forge, hehe. Also, the forge made no noise. Neither did the sawhorse.</p>

Mermut
03-26-2012, 05:33 PM
<p><cite>Enica@Everfrost wrote:</cite></p><blockquote><p>This might not be the right thread and/or it may have already been mentioned, but when I was crafting today, my character had no animation. I wasn't mounted either. I just stood there by the forge, hehe. Also, the forge made no noise. Neither did the sawhorse.</p></blockquote><p>The stations in the crafting cave do seem busted. The loom, in addition to having no animations or sound, also lacks the dressform and the little table opposite.</p>

Cloudrat
03-29-2012, 07:58 AM
<p>When apprentices first came out I was nitpicking about what seemed illogical pairing of foods for then tier 9 bur now that 10 has come along the pairings are off a bit  and that does seem out of kilter again to me.</p><p>Tea is wis in 9 and int in 10 seems like the drinks for int and wis got switched. So things  are like this atm and it doe seem to be something that does make it more difficult to keep track of who needs what.</p><p>mead steak= strWine pie= agiTea cake= wiscoffee fruit= int</p><p>ale steak= strwine pie= agitea fruit= intcoffee chops= wis</p>

Whilhelmina
03-29-2012, 01:29 PM
<p>Bubinga lumber and Banyan roots are lacking their sparkling effect.</p>

Deveryn
03-29-2012, 03:36 PM
<p><cite>Mermut wrote:</cite></p><blockquote><p><cite>Enica@Everfrost wrote:</cite></p><blockquote><p>This might not be the right thread and/or it may have already been mentioned, but when I was crafting today, my character had no animation. I wasn't mounted either. I just stood there by the forge, hehe. Also, the forge made no noise. Neither did the sawhorse.</p></blockquote><p>The stations in the crafting cave do seem busted. The loom, in addition to having no animations or sound, also lacks the dressform and the little table opposite.</p></blockquote><p>That's probably intentional. The regular tables been known to cause problems in the past. That's why you only ever find one of each in a big zone like this, if at all. Go back to Velious and you'll see the same sewing table by Lodizal.</p>

Deveryn
03-29-2012, 04:09 PM
<p><cite>tkia wrote:</cite></p><blockquote>Personally I think the essentials recipe books need to go back on the vendor with the other 90 levels of recipe books. After 9 tiers of knowing exactly where to find them I would prefer the final 2 remain with the rest for consistency. And I hope that the advanced books are still dropping from mobs as usual? I actually like having those handed out as quest rewards. However, I know some people absolutely loathe and detest questing and would probably be much happier just buying them from the broker as normal. </blockquote><p>I really like this method of getting the books. I'll be happy if the advanced books don't drop from anything. They just take up space.</p>

Gorekin
03-29-2012, 06:44 PM
<p>You got new bags that are 42 slots (which should be more) but you do not have any 42 boxes? why?</p>

Soresha
03-29-2012, 07:14 PM
<p><strong>Porto Bunglefoot - Preserving the Flank</strong></p><p>1. The recipe only required the first stage to complete. This seems excessively easy for a proper quest recipe, no?</p><p>2. The tailor essentials/advanced volume 91 books gives recipes 3 boots (that's fine) and for 3 waist slot items (bear/reptile belt sash). That's not right! They're set as class = jeweller, technique = artificing, device = loom. So the class is wrong, and it's been put in the volume for the wrong class. Tailors should have something else, maybe gloves?</p><p><strong>Porto Bunglefoot <strong>- </strong></strong><strong>Replacement Supplies</strong></p><p>1. There are map POIs for making the crates and barricades - this doesn't really make any sense.</p><p>2. Again the recipes only require the first stage to be completed, which makes whizzing through them pretty quick. This seems to apply to all the quest recipes.</p><p>3. Can the items be made to stack please? Because it's taking up 9 inventory slots which is a bit excessive for one quest. Alternatively why have the quest items at all? Could just have the quest updates, since you don't subsequently do anything with the items.</p><p><strong>Porto Bunglefoot <strong>- </strong></strong><strong>A Mystery Satyr</strong></p><p>1. Quest description says Porto gave me a general area to search, but the map gives a specific POI not an ROI. He's telling you exactly where to go.</p><p>2. It is possible to pick up the quest line from Phaerus, before completing this quest. Which means when you hail him, this quest updates but his dialogue doesn't relate to it. Should the quests be chained together?</p><p><strong> </strong></p><p><strong>Phaerus Thunderhorn - A Timeless Instrument</strong></p><p>1. Again, 5 non-stacking dagger items in your inventory is a bit excessive.</p><p>2. The dagger items show as having stats and being usable by some classes. Shouldn't they just be quest items, not actually weapons?</p><p><strong>Phaerus Thunderhorn - Totemic Reinforcement</strong></p><p>1. I do like the tie-in here between the tradeskill and adventuring questlines - with the daggers and totems for the ritual. Nicely done.</p><p>2. Nice cloak reward for harvesting, and running away! It needs something on the description about allowing you to fly unhindered through the skies of Withered Land though. This is only in the NPC's dialogue currently.</p>

Whilhelmina
03-29-2012, 07:43 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p><strong>Phaerus Thunderhorn - Totemic Reinforcement</strong></p><p>1. I do like the tie-in here between the tradeskill and adventuring questlines - with the daggers and totems for the ritual. Nicely done.</p><p>2. Nice cloak reward for harvesting, and running away! It needs something on the description about allowing you to fly unhindered through the skies of Withered Land though. This is only in the NPC's dialogue currently.</p></blockquote><p>There's a cloak as a reward now? *grumbles* Could the NPC give it back to those who didn't get it (or deleted it, or sold it like there is for the sokokar in Kunark)?</p>

Neskonlith
03-29-2012, 07:48 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Please make apprentices scalable!</p><p>The new TS apprentice Dresniak is MASSIVE, four times the natural height of my fae. And really doesn't fit well in my house.</p></blockquote><p>If we are going to go down the path of having half a dozen or so tradeskill apprentices as time goes on, I'd like to have the option of choosing race and scaling for the npcs!</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>To elaborate upon my original post,  I want to personalize the current tradeskill apprentices race/scale from this:</p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/EQ2_000125Small.jpg" /></p><p>...down and over to something like this:</p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/EQ2_000208Small.jpg" /></p><p>Because everyone knows that the best knowledge comes from 3 mysterious women huddled over a bubbling cauldron!</p><p style="padding-left: 30px;"><em>Round about the caldron go;In the poison'd entrails throw.—Toad, that under cold stone,Days and nights has thirty-one;Swelter'd venom sleeping got,Boil thou first i' the charmed pot!    Double, double toil and trouble;Fire burn, and caldron bubble.</em></p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Deveryn
03-29-2012, 08:15 PM
<p>What ever happened to the quest line from Livi in EW? Has anyone found a continuation point for that?</p>

Therendil
03-30-2012, 01:46 AM
<p>As of tonight's patch, many things are fixed, but the following items are still broken or need clarifying.</p><p><strong>Tailor</strong></p><p>Cloth armor recipes now properly use roots, but recipe name still says 'Bear Pelt.' Need to come up with new names for cloth made from matoppie and banyan root.</p><p><strong>Alchemist</strong></p><p>Level 92 "Savant's Elixir of ..." recipes make the Robust version (four items total)</p><p><strong>Woodworker</strong></p><p>Bucklers and Shields still do INVALID Slashing damage instead of protecting.</p><p><strong>Fuel Costs</strong></p><p>Kindling costs the same now as all other fuels. Intentional?</p>

NiamiDenMother
03-30-2012, 02:28 AM
<p>Carpenter -</p><ul><li>Draconic barricade recipe now works</li><li>handcrafted/mastercrafted tags, made by tag and status rent reduction amounts look good</li><li>all advanced carp 91/92 recipes other than the abovementioned barricade are calling for 5 fuel instead of 10, and should be adjusted to match mastercrafted fuel rates</li></ul><p>Weaponsmith -</p><ul><li>All recipes look to be working and giving the proper product now.  I'd say they're ready for folks to start eyeballing the stats now.</li></ul><p>Armorer:</p><ul><li>All essentials/advanced 91/92 recipes are still with the "bug" icon and no product linked</li></ul><p>Sage:</p><ul><li>Earthquake VII (journeyman & expert) recipes still have the bug icon and no product linked</li></ul><p>Other:</p><ul><li>guildhall fuel vendor amenity still won't buy back T10 fuels</li><li>Can we get some way for the permanent resident on Test (not really as big an issue on copy) who finished Phaerus' quests before the cloak reward was put in to get the cloak?  Many of us have numerous alts that were run through the quest before the reward was added, and are unable to safely fly in the zone because of it</li></ul>

Therendil
03-30-2012, 12:59 PM
<p>I will echo the request to have Phaerus retroactively award the cloak to anyone on Test who managed to do the quests before the reward was put in place. This is not so important on Test Copy, but a <em>big </em>deal to the people who accomplished this in the hard vaccuum of the Test server where you can't just do it over with a new bufftoon.</p>

Hordolin Awanagin
03-30-2012, 01:23 PM
<p><cite>Therendil wrote:</cite></p><blockquote><p>I will echo the request to have Phaerus retroactively award the cloak to anyone on Test who managed to do the quests before the reward was put in place. This is not so important on Test Copy, but a <em>big </em>deal to the people who accomplished this in the hard vaccuum of the Test server where you can't just do it over with a new bufftoon.</p></blockquote><p>Thirded.</p>

Whilhelmina
03-30-2012, 07:36 PM
<p>The elite apprentice from Skyshrine cannot be coached any more. I couldn't yesterday but wasn't 100% certain I had not done it already but I couldn't today either.</p>

Deveryn
03-30-2012, 08:03 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>The elite apprentice from Skyshrine cannot be coached any more. I couldn't yesterday but wasn't 100% certain I had not done it already but I couldn't today either.</p></blockquote><p>The dialogue suggests that's intentional.</p>

Omougi
03-30-2012, 11:20 PM
<p>Hello again!</p><p>Thank you for the excellent, excellent feedback and bug reporting here.  Most of it should be addressed by the next update.  A few things:</p><p>1.  Items stats are still being adjusted.  Things like the TS shields being broken are noted and will be fixed.</p><p>2.  We are working on a solution to ensure that pre-patch test server tradeskillers have access to Phaerus' cloak.</p><p>Thank you for your patience, and keep that feedback coming!  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Omougi
03-30-2012, 11:58 PM
<p><span style="font-size: 11px;"><strong><em>An update -</em></strong></span></p><p>We have manually granted the tradeskill cloak to all players who completed "Totemic Reinforcement" on test server before this reward was added.  Please PM me your character info if you were missed and we will get you taken care of.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Cloudrat
03-31-2012, 06:15 AM
<p>Bear  backpacks should be 44 slot not 42  since lower tier rare is 44 and the tier 10 rare is 48.</p>

Whilhelmina
03-31-2012, 09:59 AM
<p>Thank you very very much for the updates, for the cloak that made it to the 8 chars I ran through the quest and for the price drop for fuels <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p><strong>Browsing through advanced carpenter recipes:</strong></p><p>- Combine bookshelf & table, rickety stage are using Tungsten instead of bubinga lumber but they seem to be wood. (the elaborate draconic bench uses tungsten too but definatedly looks like rock)</p><p>- small circular combine rug is using tungsten ore instead of banyan root, weird for a rug.</p><p><strong>Essential carpenter:</strong></p><p>- combine bench, small combine stool & rickety stage stairs use rhenium instead of swamp ash lumber</p><p>- large & small rectangular combine rug use rhenium instead of mattopie root</p><p>- draconic flag stand is using sumac lumber instead of swamp ash lumber as primary and secondary components.</p>

NiamiDenMother
03-31-2012, 03:49 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p><span style="font-size: 11px;"><strong><em>An update -</em></strong></span></p><p>We have manually granted the tradeskill cloak to all players who completed "Totemic Reinforcement" on test server before this reward was added.  Please PM me your character info if you were missed and we will get you taken care of.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Thanks for the updates, and the Test TLC!  My army on Test all have their cloaks now!  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

NiamiDenMother
04-02-2012, 11:51 PM
<p>SOEBuild8665T</p><p>Armorer:</p><ul><li>Most of the recipes now work and produce proper items, with the following exceptions:</li><li>Imbued Rhenium Tower Shield & Imbued Tungsten Tower Shield recipes: invalid 3rd and 4th ingredients need to be removed - items cannot be crafted</li><li>tower shields have the same invalid slashing issue as the woodworker-made bucklers and round shields</li><li>Tungsten Tower Shield recipe creates Rhenium Tower Shield product</li><li>classes allowed on all the pieces are far too restrictive - for example, the rhenium/tungsten melodic seems to think that only assassin/ranger out of all the scout classes, need to wear armor.  ;D</li></ul><p>Guild Hunter & Guild Gatherer NPC (hall amenities):</p><ul><li>Still do not have the proper dropdown responses - in order to harvest T10, you have to choose the final "Sorry ..." option instead of it listing a level 90-99 option</li></ul>

Ellenroh_001
04-05-2012, 04:25 PM
<p><cite>Rijacki wrote:</cite></p><blockquote><p>...</p><p>Currently the agro radius on the mobs isn't bad and it is possible to harvest if one is careful. However, the ratio of metal nodes to all others was pretty high, unless I was missing most of the non-metal nodes.</p><p>...</p></blockquote><p>Has this changed?  I was on my 90/90 toon last night and between the New Combine Camp and the Caravan I was aggroed all over the place even when hugging walls. I'm a little afraid to try it on my lower leveled adventure toons.</p><p>I could get from the Caravan to the next NPC area (the one with the tower by Tunare's Tears) without aggroing anything so that is fine. </p><p>Both "grass" areas between the zone in and the "tower" camp seem to have adequate nodes.</p><p><strong></strong></p>

Ellenroh_001
04-05-2012, 09:11 PM
<p><strong>A Timeless Instrument</strong> - picked up the quest to craft daggers.  Didn't see any crafting stations so went back to the New Combine Foothold area.  I could only find a kindling vendor (food and drink guy)  Wasn't sure if there is supposed to be a fuel vendor or if it accidently was removed when the population was "adjusted" yesterday.</p><p>I then went to Alvian and looked for both.  Didn't find either. I asked a guard and while I got the text that "A dracurion overseer does not know where to find...."  there was no animation. i.e. shoulder shrug  The guard didnt point when he gave me directions to find what I was looking for.</p>

NiamiDenMother
04-05-2012, 09:24 PM
<p>Woodworker:</p><ul><li>The handcrafted swamp ash buckler and round shield have been fixed, but the bubinga buckler, bubinga round shield and the blessed versions of both are still "INVALID Slashing".  They are also level 91 to equip, while the other mastercrafted bubinga weapons are level 92</li><li>Recipe for "imbued swamp ash club" creates something with the proper stats, but it is named "imbued swamp ash cudgel" Recipe for "imbued swamp ash cudgel" creates something with the proper stats, but it is named "imbued swamp ash club". Ditto for the "blessed swamp ash club" and "blessed swamp ash cudgel"NOTE:  in all four cases, the final product has the proper stats, but the wrong name, so it is "just" an item naming issue, not a mislinked item issue</li></ul><p>Dracurion Apprentice: either I misunderstood something, or am bugged, as I am unable to get Apprentice Overknight Deshniak to offer his quest for me again  (I did the quest over a week ago, and wanted to test out the tradeability functionality today.)</p>

NiamiDenMother
04-09-2012, 11:00 PM
<p>SOEBuild=8681T</p><p>Armorer:</p><ul><li>"Imbued rhenium tower shield" and "imbued tungsten tower shield" are not recognizing the ingredient "effulgent material", even when I have 282 of them present. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></li><li>all of the crafted tungsten boots need to be level 92 to equip, not 91</li><li>all rhenium melodic and tungsten melodic needs to be fixed so all scouts can equip it, not just assasin/ranger</li></ul>

Hordolin Awanagin
04-10-2012, 01:54 AM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p>Dracurion Apprentice: either I misunderstood something, or am bugged, as I am unable to get Apprentice Overknight Deshniak to offer his quest for me again  (I did the quest over a week ago, and wanted to test out the tradeability functionality today.)</p></blockquote><p style="text-align: left;">Send a PM to Chrol here. Took him all of 30 seconds to fix me.</p>

Kuulei
04-10-2012, 02:57 AM
<p><strong><span style="font-size: x-small;">[<span style="color: #ff0000;">BUG</span>] SOEBuild=8689T - Armorer Recipes:</span></strong></p><p><span style="font-size: x-small;"><strong>rhenium tower shield: </strong>is now listed as MASTERCRAFTED LEGENDARY when it should be tagged as <strong><span style="text-decoration: underline;">HANDCRAFTED</span></strong> and the stats might need a looking at as well. Currently its: +100 str, +88 sta (these seem low compared to other items this tier) current 'blue stats' seem ok.</span></p><p><span style="font-size: x-small;"><strong>tungsten tower shield:</strong> <span style="text-decoration: underline;">this is the <strong>MASTERCRAFTED</strong></span> however the stats are really poor for supposedly being that.  The  +98 str, +112 sta, +16 defense, +16 deflection <strong>(seems str and sta should be reversed? definitely higher!)</strong> "blue stats" are a bit lack-lustre and barely an upgrade from the handcrafted rhenium. Also the tungsten has no ability mod like the handcrafted does</span></p><p><span style="font-size: x-small;"><strong></strong></span></p><p><span style="font-size: x-small;"><strong>[<span style="color: #ff0000;">BUG</span>] SOEBuild=8689T -</strong> <strong>Tailor Recipes</strong>: Belts / Sash recipes are still listing device as LOOM when it should be the <span style="text-decoration: underline;">WORKBENCH</span> in the recipe description. Recipes are asking for effulgent filament and should be asking for the fuel <strong>effulgent coal</strong>. When you start the recipes, its still wanting the jeweler to use: Technique Tailoring.  It should be using: <strong>Technique Artificing.  </strong>The stats on the handcrafted verses Mastercrafted seem really wonky, can you look at them? Take the <strong>marital bear pelt bracers</strong> (handcrafted) are +126 str, +128 sta. Now the <strong>martial reptile pelt bracers</strong> (MASTERCRAFTED) are +129 str, +123 sta, +34 weapon skills.  The crit bonus is 1.5% lower on the mastercrafted and there is no ability casting speed like the handcrafted have.  I think all the handcrafted and mastercrafted need to be scrutinized.</span></p>

NiamiDenMother
04-10-2012, 08:11 PM
<p>Quest recipe for "Granite Ritual Totem" (Totemic Reinforcement quest) is level 85 to scribe but level 75 difficulty.  It should be a level 85 difficulty.  (Difficulty impacts xp)</p>

NiamiDenMother
04-10-2012, 09:32 PM
<p>Feedback from left field - Apprentice Overknight Deshniak apprently takes a LOT of growth hormones between when you speak with him in the instance, and when you use his prism to summon him to your home.  When a tall high elf can walk between his legs, and not have her fancy hairdo even touch him, he may be a tad large.  Can we get him a bit shrunken, perchance, since apprentices don't allow for resizing?  (As an example, on Test, I placed him in a Library prestige home, on the bottom floor, and his neck and head were buried in the floor above.)  Even getting him down to the size he is in the instance would be a help.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>In the below example, I have him parked next to the othmir apprentice in a Halas home, with that same tall high elf standing in front of him.</p><p><img src="http://eq2.eqtraders.com/images/articles/gu63/apprentice.jpg" width="450" height="642" /></p>

NiamiDenMother
04-12-2012, 03:14 PM
<p>Solo apprentice recipes - Craftsman</p><p>new apprentice recipe for "benevolent dragon statue, version 2" does not have an image preview. (It gives the repatch message.) I'll go out on a limb and say the item itself will also currentlybe invisible when placed.</p><p>The rare requirements for the 5 "version 2" statues that you can make from the apprentice recipes are extremely high (a total of 8 rares needed?), even if they give 2000 rent status reduction per. Is there some as-yet unseen effect on these to make them more desirable? If not, the rare consumption may need to be revisited.</p>

NiamiDenMother
04-12-2012, 03:39 PM
<p>Solo apprentice recipes - outfitter</p><p>These are scattered over different slots, so I just went through trying to make sure that everyone got at least 1 armor piece and 1 weapon.  I found a couple oddities, though.</p><ul><li>There's no chain piece suitable for WIS casters (mystic/defiler).  The only chain is boots with AGI suitable for scouts.</li><li>There is a STR/AGI cloak for the fighters/scouts, but no INT/WIS one for priests.</li></ul><p>Solo apprentice recipes - scholar</p><ul><li>Should the totem of the draconic battlepriest really be healing the caster for over 1 million points?  (mind you, this is a level 90 examining a level 91 item, so there can always be oddness due to that, but that seems a bit extreme  ;D)</li></ul>

NiamiDenMother
04-12-2012, 04:10 PM
<p>Carpenter:</p><ul><li>"draconic wagon, version 4" and "draconic wagon, version 5" use the same art asset (both with blue trim) - should one of them be, instead, the wheeled version with red trim, so that between the 6 wagon versions we have wheeled and carried in red/blue/purple trim?</li><li>"satyr ritual totem, version 2" should be mastercrafted, with appropriate status increase.  (is currently tagged handcrafted, but is an advanced recipe like the other 3 totems)</li></ul>

NiamiDenMother
04-12-2012, 05:29 PM
<p>Raid apprentice (Yelnar) feedback</p><p>Like his solo counterpart, he's a tad large for most homes. Shrinking him down a little would be a happy thing.</p><p>Yelnar - Outfitter:</p><ul><li>Unless I am missing something, plate healers are left out as far as armor slots (the dragonscale plate pauldrons are tankish, with STR, but there's no piece of WIS plate to be seen)</li></ul><p>Yelnar - Scholar:</p><ul><li>Storm dragon essence - 1,437,000 heal? I'm going to guess there's a slipped decimal point in there somewhere  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></li></ul>

NiamiDenMother
04-12-2012, 05:50 PM
<p>Yelnar - Craftsman</p><ul><li>typo? Recipe/item "cleansing totem of the draon seer"  (draon=dragon?)</li></ul>

NiamiDenMother
04-12-2012, 06:57 PM
<p>Yelnar's recipes -</p><p>I'm not including all the reaction arts issues, since those are awaiting a Test patch right now, but here's some other oddities in the meantime:</p><ul><li>Unbreakable Dragon Bone Guard is a tower shield for tanks, which means it should be using the rare metal and the forge, not the rare wood and the woodworking table.  (/sadpanda that there's no priest buckler in sight!)  The technique/event should be changed to match if you move it over to the forge (metal shaping)</li><li>Shamanistic Dragonhide Helmet - is chain armor (meant for mystic/defiler), but amongst the classes listed, it includes "All Fighters" - even if you want loose class restrictions, leather fighters (monk/bruiser) should not be able to equip chain armor.</li><li>Scaled Dragonhide Gloves - is chain armor (meant for scouts), but again includes "All fighters", allowing the leather-wearing brawlers to wear chain</li><li>Again, I'm personally not comfy with the sheer number of rares needed for a piece of furniture (3 tungsten ore  + 3 banyan root + 2 bubinga lumber).  The ones from Yelnar have 3000 status reduction, but still is painful.</li><li>Acidic/Fiery/Icy/Storm Dragon Essence - these are level 91 to use, most of the rest of the stuff from Yelnar is level 92.  Is this intentional?</li></ul>

Omougi
04-12-2012, 08:26 PM
<p>Thanks for the updates!  Fixed the obvious bugs and tinkered a bit with the feedback.</p><p>I checked the scaling of the apprentices, and they are actually the exact same size as they are in the instances.  Backdrop changes everything!  I'd prefer to keep their size the same as their instance counterparts, as it feels a bit more immersive - he's a large friend, and he may need a large amount of space to do his work.  I'm definitely open to feedback here, let me know if I'm off my rocker.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Deveryn
04-12-2012, 08:50 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Thanks for the updates!  Fixed the obvious bugs and tinkered a bit with the feedback.</p><p>I checked the scaling of the apprentices, and they are actually the exact same size as they are in the instances.  Backdrop changes everything!  I'd prefer to keep their size the same as their instance counterparts, as it feels a bit more immersive - he's a large friend, and he may need a large amount of space to do his work.  I'm definitely open to feedback here, let me know if I'm off my rocker.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I agree with this. I would think most of the people using these TAs would have big enough housing to hold them as they are.</p>

Soresha
04-12-2012, 09:02 PM
<p>Ok then, consider this due notice: you are off your rocker!! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Seriously, are you playing a sarnak or something? Because I'm a fae and these guys aren't very usable!</p><p>I have a nice under-stairs crafting area - he does not fit. But even in the main house area, just look at this...</p><p>This is the normal camera angle when playing. Can you see his head? The dialogue windows? Do you see the progress bar over his head? No, I don't either.</p><p><img src="http://img854.imageshack.us/img854/5366/eq2000097c.jpg" /></p><p>Unless I crane my neck and swing the camera up at the ceiling. This is just silly!</p><p><img src="http://img545.imageshack.us/img545/1954/eq2000098c.jpg" /></p><p>And yes I have two apprentices on Test, due to the bug with changing the event to be repeatable.</p><p>I think the best solution, is to make the house objects for ALL apprentices scalable by players. Make it the player's choice. Then you can have him large if you want, or have a sensibly sized NPC to interact with, that fits your house, your rooms and your character's race. But failing that, please shrink this guy!</p><p>If I can't shrink him, I swear, he's getting evicted from my house. I spend time decorating this house the way I want it, not to have to have this guy come in and totally dominate whatever room he's put in, just so I can research some recipes. Thank goodness for breakouts so I can shove him down on the docks. Hope he likes working out in the snow. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Soresha
04-12-2012, 09:25 PM
<p>Ok I went back to check him in Dracur Prime. Technically you're correct, and the model is exactly the same size. My fae only comes up to his knees in my house, and it's the same there as well.</p><p><img src="http://img20.imageshack.us/img20/6574/eq2000099c.jpg" /></p><p>I should have screenshotted the combat version, doh. However I realised there's a difference. When we fight them, they're animated and often bending down or forward. This makes them seem shorter. The TS apprenctice guy is standing straight upright, making him as tall as possible.</p><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p>

Omougi
04-12-2012, 09:35 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p></blockquote><p>I didn't say we wouldn't shrink him, we just want to hear your input before we decide what to do with his size.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

NiamiDenMother
04-12-2012, 09:43 PM
<p>I just finished re-re-rerunning the event, and realized that was why my size perception was off.  In the instance, he's in a battle crouch when he's not outright kneeling.</p><p>It requires a lot of camera-angle twiddling back and forth when you're dealing with a mix of them and the "normal" apprentices.</p><p>Granted, my Planetarium sweatshop on live still has plenty of room for the big guys, even with 19 "normal" apprentices in the place, and, unlike the normal ones, I won't have to hail them daily, but I'd personally be happier with them a bit smaller, or able to be resized a little.  Other folks, as we've seen, are perfectly happy with them being large.</p><p>Can't please everyone!  ;D</p>

Cyliena
04-12-2012, 09:46 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p></blockquote><p>I didn't say we wouldn't shrink him, we just want to hear your input before we decide what to do with his size.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I looked at Niami's apprentices earlier today and they're ridiculously large inside a house. As these are meant to be used inside of homes they should be closer to the size of normal apprentices.</p>

Soresha
04-13-2012, 10:14 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p></blockquote><p>I didn't say we wouldn't shrink him, we just want to hear your input before we decide what to do with his size.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Aww sorry, bad choice of words there. I was aiming to tease a bit, not trying to sound angry! Posting feedback at gone midnight before crawling off to bed again. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>I'm still quite serious about throwing him out in the snow though. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Whilhelmina
04-13-2012, 10:23 AM
<p>hot irons above their heads. It's the best way, they'll HAVE to kneel!</p><p>I agree with those above: I already have several in my house and they're way too huge for my taste!</p><p>Could we get a level 91 city task or at least an increase in the status gain from the level 89 city task? Currently the level 89 rush order is down to 17891 sp on a level 91 char, so we have roughly a 1000 sp drop at level 92 on those tasks <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Rijacki
04-13-2012, 11:51 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p></blockquote><p>I didn't say we wouldn't shrink him, we just want to hear your input before we decide what to do with his size.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Building on what Soresha is saying, how about an option to have them kneel/sit or stand? If he was kneeling, the dialog boxes would be more usable for short races and he'd fit in better, too. Same for the other apprentices, too, without resizing, how about options for them to be in different positions? Other than dance, they really don't have any animations, not even when you interact with them.</p>

Deveryn
04-13-2012, 12:20 PM
<p>This seems like a perfect excuse to use the new stage and stairs or even the halfling ladder :p</p><p>Looking at the TA in the halas home, I would think you could just place it by the stairway. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Gwyrdd
04-13-2012, 01:23 PM
<p><cite>Rijacki wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>So if you won't shrink him, the other thing you could do would be to put him into a kneeling position, down on one knee?</p></blockquote><p>I didn't say we wouldn't shrink him, we just want to hear your input before we decide what to do with his size.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Building on what Soresha is saying, how about an option to have them kneel/sit or stand? If he was kneeling, the dialog boxes would be more usable for short races and he'd fit in better, too. Same for the other apprentices, too, without resizing, how about options for them to be in different positions? Other than dance, they really don't have any animations, not even when you interact with them.</p></blockquote><p>I think that this is a very good idea. I like the immensity of the dracurion apprentice, but a "kneel/sit" would definitely help him fit in many interiors.</p><p>Replying to Whilhelmina above, I agree that level 91 Rush Orders would be very good indeed. I'm my guild's status font, and rely heavily on these writs.</p>

Soresha
04-13-2012, 06:12 PM
<p>I return, with more screenshots!</p><p>The "battle-stance" he has in Skyshrine (as Niami nicely described it). Whilst the wings are high, the body isn't anything like as tall when he's animated.</p><p><img src="http://img13.imageshack.us/img13/8365/eq2000089c.jpg" /></p><p>And these are the guys in Alivan, which I had in mind when I suggested making them kneel as an alternative. It's actually a really nice posture, I think. Though honestly, if it were up to me I'd make them kneel AND still give players the option to scale them down a bit!</p><p><img src="http://img210.imageshack.us/img210/2558/eq2000086c.jpg" /></p><p>EDIT: It's quite reasonable when you think about it. If he's working for you, then he'd want to kneel down to talk to smaller folk face to face, just to be a polite dracurion. Wouldn't he? <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Omougi
04-13-2012, 07:15 PM
<p>Ok!  We've added "Kneel Down" and "Stand Up" right click options to our large friends.  Their default posture will also be kneeling.  I like this a lot better than how they were originally - the stance fits their characters.  Thanks for the feedback! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Katz
04-13-2012, 07:23 PM
<p>Wow!  Great solution.   I'm looking forward to those going live.</p>

Soresha
04-13-2012, 07:30 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Ok!  We've added "Kneel Down" and "Stand Up" right click options to our large friends.  Their default posture will also be kneeling.  I like this a lot better than how they were originally - the stance fits their characters.  Thanks for the feedback! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yay. I agree it's a nice in-character solution. And I might just let him stay in the house afterall. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Rijacki
04-13-2012, 09:58 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Ok!  We've added "Kneel Down" and "Stand Up" right click options to our large friends.  Their default posture will also be kneeling.  I like this a lot better than how they were originally - the stance fits their characters.  Thanks for the feedback! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yay. I agree it's a nice in-character solution. And I might just let him stay in the house afterall. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Is he potty trained? That would be the deal breaker for me *smirk*</p>

Whilhelmina
04-14-2012, 02:09 PM
<p>Aaaaah! It's perfect! My growing army of huge beasts seems less threatening (and is not anymore crowding my Crag Estate entrance!)</p>

Soresha
04-14-2012, 03:55 PM
<p>Just been back to my house on Test. The kneeling dracurion works great, my little fae can talk to him comfortably! So yes, I've relented. He can stay inside and work in the house now. I no longer feel the urge to throw him outside.</p><p>Yay for feedback-inspired compromises. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

General_Info
04-14-2012, 04:24 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Just been back to my house on Test. The kneeling dracurion works great, my little fae can talk to him comfortably! So yes, I've relented. He can stay inside and work in the house now. I no longer feel the urge to throw him outside.</p><p>Yay for feedback-inspired compromises. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Still you wouldn't want have a pay dispute with him. you'd end up getting stepped on.</p>

Whilhelmina
04-14-2012, 05:51 PM
<p>I finished researching my first dragon statue (the 4 others are currently researching too)... And crafted it... There is an obvious problem:</p><p><img src="http://img838.imageshack.us/img838/3566/eq2001405.jpg" /></p><p>As you may see, the events we have to counter do not match the counters used for crafting the item.</p><p>Could you please put all the researched recipes and items needed on a TS buffer and spawn him in Withered lands (or FP/Qeynos) so we may check this kind of bug before everyone gets a nasty surprise?</p><p>(dragon can be seen on Test in "GU 63 House Items" house, Massive homes - lavastorm house in Qeynos under Leucosia)</p><p>btw, the "Benevolent dragon statue version 2" has no preview.</p>

Cyliena
04-14-2012, 06:12 PM
<p>Probably not quite the correct thread but this one currently has eyes so:</p><p><strong>Preserving the Flank</strong> (Porto Bunglefoot) - I finished making all five barrels. I hailed him, he gave me salts. I hailed him again, he gave me meats. I hailed him yet again, he gave me another copy of the recipe. THEN, on the fourth hail, I was finally able to complete the quest.</p>

Omougi
04-16-2012, 12:04 PM
<p>Fixes for the issues in the above 2 posts are in the works.  Thanks! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Kuulei
04-16-2012, 12:19 PM
<p><strong>[<span style="color: #ff0000;">BUG</span>] SOEBuild=8707T</strong></p><p><strong><span style="text-decoration: underline;">All Handcrafted items</span></strong> (level 91-92) are now tagged MASTERCRAFTED LEGENDARY and the actual Mastecrafted is now MASTERCRAFTED FABLED</p>

Raknid
04-16-2012, 12:29 PM
<p><cite>Kuulei wrote:</cite></p><blockquote><p><strong>[<span style="color: #ff0000;">BUG</span>] SOEBuild=8707T</strong></p><p><strong><span style="text-decoration: underline;">All Handcrafted items</span></strong> (level 91-92) are now tagged <span style="color: #ff0000;"><strong>MASTERCRAFTED LEGENDARY</strong> </span>and the actual Mastecrafted is now MASTERCRAFTED FABLED</p></blockquote><p>Wouldn't suprise me one bit if that was intentional(the legendary part) in order to get more money for unlockers.</p>

Omougi
04-16-2012, 12:45 PM
<p><cite>Raknid wrote:</cite></p><blockquote><p><cite>Kuulei wrote:</cite></p><blockquote><p><strong>[<span style="color: #ff0000;">BUG</span>] SOEBuild=8707T</strong></p><p><strong><span style="text-decoration: underline;">All Handcrafted items</span></strong> (level 91-92) are now tagged <span style="color: #ff0000;"><strong>MASTERCRAFTED LEGENDARY</strong> </span>and the actual Mastecrafted is now MASTERCRAFTED FABLED</p></blockquote><p>Wouldn't suprise me one bit if that was intentional(the legendary part) in order to get more money for unlockers.</p></blockquote><p>Nope, bugged.  Fix coming soon.</p>

Solarax
04-20-2012, 09:52 PM
<p><cite>Gorekin@Crushbone wrote:</cite></p><blockquote><p>You got new bags that are 42 slots (which should be more) but you do not have any 42 boxes? why?</p></blockquote><p>I am wondering the same thing. am i just going to have to make more backpacks with tailor instead?</p>