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Unread 02-22-2005, 09:53 PM   #1
Lark

 
Join Date: Nov 2004
Posts: 1
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Just some thoughts:After this latest content update, a lot of people are worried about new autonomy issues facing tradeskill professions, that the classes will no longer be as reliant upon one anoter as they once were, leading to a decline in market demand in products from specific tradeskill professions. I have a few suggestions that might help this problem as well as keep the tradeskill professions at their current (post-patch) level of autonomy.First and foremost, allow a bonus in success rate for crafted items dependent on the crafted quality of the components used. To me, it makes more sense that if I'm making a bladed weapon it would be muc easier for me to make a weapon defined as "pristine" if all of the components -- hilt, blade, crossguard, etc -- rather than if just the blade is pristine. Maybe just a slight percentage chance of success bonus for pristine crafted components, and then the bonuses are scaled down from there.The second suggestion is in combination with the first: Make secondary tradeskills unable to make pristine quality components. It sounds a lot more harsh than it actually is. Consider for a moment: Should someone who is not completely devoted to the path of alchemy really be able to produce the same quality of reagents as someone who does nothing but? Should someone who dabbles in artificing in the persuit of advancing their scribing endeavors be able to make items on par with a master artificer? It just makes sense. With these two changes combined, the tradeskilling side-game in Everquest 2 will be enhanced radically. People of a main tradeskilling profession will be able to make components with their secondary profession that give them success bonuses and will aid their own main profession, however they will have to pay more to do it than someone else who is devoted to that original tradeskill as well as sacrifice a higher success chance if they choose to go it alone.I believe that these changes will salvage some of the inter-class dependencies inherent in the original tradeskilling system while adding a level of autonomy to teh tradeskilling professions that will allow one to advance their path alone if they so chose.Please consider, and thank you for your time.
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Unread 02-22-2005, 11:11 PM   #2
Helt

 
Join Date: Dec 2004
Posts: 15
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Another trade skill Idea
 
How about when you zone into a tradeskill society, your experience bar automatically switches to the tradeskill bar and back to adventuring bar when you leave the trade skill instance. ( Not my idea, but I liked it )
 
Helton
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