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Unread 03-13-2006, 05:30 PM   #1
Kyriel

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So.. the adventurers get spiffy lookin hats... what about a big white chef hat for provisioners SMILEY
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Unread 03-13-2006, 05:40 PM   #2
Jai1

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... or a jeweler's eyeglass for me!
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Unread 03-13-2006, 06:56 PM   #3
Qandor

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Or a tin cup for weaponsmiths now that they are unemployed.
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Unread 03-13-2006, 11:54 PM   #4
Finora

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They do need to add something for crafters. I thought I remembered them saying something about it at one time. And I also have seen people (presumably devs/gms or something) on Test with clothing named things like 'master tailor's tunic' and such.

We crafters DEFINATALY work hard enough to deserve something unique to add to the flavor for us. As it is we get to stand around countless hours in TS instances in our scivvies, status clothes if you have managed to get the faction or our armor. Would be incredibly nice of them to give us something.

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Unread 03-14-2006, 01:36 AM   #5
KBern

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Calendri wrote:

They do need to add something for crafters. I thought I remembered them saying something about it at one time. And I also have seen people (presumably devs/gms or something) on Test with clothing named things like 'master tailor's tunic' and such.

We crafters DEFINATALY work hard enough to deserve something unique to add to the flavor for us. As it is we get to stand around countless hours in TS instances in our scivvies, status clothes if you have managed to get the faction or our armor. Would be incredibly nice of them to give us something.


You mean like the heritage quest that adventurers cannot do unless they have a lvl 60 crafting skill?

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Unread 03-14-2006, 02:30 AM   #6
Rijacki

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KBern wrote:

Calendri wrote:

They do need to add something for crafters. I thought I remembered them saying something about it at one time. And I also have seen people (presumably devs/gms or something) on Test with clothing named things like 'master tailor's tunic' and such.

We crafters DEFINATALY work hard enough to deserve something unique to add to the flavor for us. As it is we get to stand around countless hours in TS instances in our scivvies, status clothes if you have managed to get the faction or our armor. Would be incredibly nice of them to give us something.


You mean like the heritage quest that adventurers cannot do unless they have a lvl 60 crafting skill?


Actually, knowing the devs and the emphasis on adventuring... a crafter's "hat" would be something you need a 60+ adventurer to do. *sigh*It actually diminishes the status of tradeskillers, the ones who tradeskill as the primary part of their game, to have an HQ requiring one to be a 60+ adventurer -and- a 60+ tradeskiller.  There are very very very few 60+/60+ who do more in tradeskills other than grind to level.  The HQ should have required a component -from- a 60+ tradeskiller (made with a lore item as part of the quest, so it couldn't be done in any bulk) which would have involved tradeskilling and tradeskillers without denigrating it to a secondary thing to do for an adventurer.
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Unread 03-14-2006, 05:19 AM   #7
TomGardengno

 
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If not a hat, then something similar to what EQ1 had, a trinket that boosted stats and the skill in general.For fletchers they could craft something like:Grandmaster Fletcher's KnifeLORE ITEM NO TRADESlot: PRIMARY,SECONDARY,RANGE,AMMOSkill Mod: Fletching +5%Effect: Grandmaster's Satchel (Cast Time: 10.0)DEX: +10   CHA: +50   WIS: +10   INT: +10   WT: 0.1   Size: SMALLClass: ALLRace: ALLSomething similar would be nice, a recipe obtained with your artisan book at 50 that was lore and no trade.  Smiths could get a hammer, tailors a sewing kit, woodworkers a chisel, sages a quill, provisioners an ez-bake oven.
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Unread 03-14-2006, 04:12 PM   #8
RufusAzzStab

 
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took the thought right out of my noggin tom.... there was also the eyeglass for jewlers... which many an enchanter used as a normal adventuring item as well....
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Unread 03-14-2006, 05:10 PM   #9
Looker1010

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Rijacki wrote:
Actually, knowing the devs and the emphasis on adventuring... a crafter's "hat" would be something you need a 60+ adventurer to do. *sigh*It actually diminishes the status of tradeskillers, the ones who tradeskill as the primary part of their game, to have an HQ requiring one to be a 60+ adventurer -and- a 60+ tradeskiller.  There are very very very few 60+/60+ who do more in tradeskills other than grind to level.  The HQ should have required a component -from- a 60+ tradeskiller (made with a lore item as part of the quest, so it couldn't be done in any bulk) which would have involved tradeskilling and tradeskillers without denigrating it to a secondary thing to do for an adventurer.

I'm sorry you feel that there are so few 60+/60+ players who do more than grind tradeskills to level. Currently I am a 66 Warden / 65 Provisioner, actively engaged in both the adventuring and crafting sides of that character. I know numerous other players here on Kithicor who are the same type of player as I am.
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Ariel 88 Conjurer / 90 Provisioner ... Dalila 67 Illusionist / 90 Jeweler / 450 Tinkerer / 325 Transmuting / 450 Adorning ... Glinda 68 Wizard / 90 Sage

Merle 51 Conjurer / 50 Woodworker ... Miriamne 78 Warden / 87 Tailor

Morningstar 85 Paladin / 90 Alchemist ... Ogadia 73 Monk / 80 Carpenter

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Wamira 80 Warden / 80 Provisioner ... Breppa 64 Ranger / 71 Carpenter
Miriamne 66 Guardian / 73 Tailor ... Ariela 64 Conjurer / 72 Jeweler
Pasharia 52 Paladin / 71 Wood Worker ... Berengeria 50 Wizard / 74 Armorer
Taliana 65 Monk / 80 Alchemist ... Lavinia 54 Warlock / 70 Weaponsmith
Sadye 44 Coercer / 74 Sage ... Sarita 59 Bruiser

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Unread 03-14-2006, 05:43 PM   #10
Bloodey

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in EQ 1 they had the grandmaster items that summoned no trade bags.  those were awesome !  If they did something like that for crafters my bruiser would just have to go around in his puffy white chef's hat and beat people with his pristine imbued cobalt rolling pin.    a monocole for jewelers would be amazing, i wonder how tough it would be since the graphic already exists for ratonga and gnomes i think.   it might not be as tough as the armor and weapons since they dont move. they just sit on the toons face.      I would die a happy man if they did something like this for all the races.  could you imagine all the sunglass wearing dark elf vampire half demon things that would be running around the RP servers hehe.   
 
Give the sunglasses, eyepatches, jewelery and scar options to all races.  PLEASE !  if they did that i would have to switch to the yearly subscription package.
 
 
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Unread 03-14-2006, 07:59 PM   #11
Rijacki

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Looker1010 wrote:

Rijacki wrote:
Actually, knowing the devs and the emphasis on adventuring... a crafter's "hat" would be something you need a 60+ adventurer to do. *sigh*It actually diminishes the status of tradeskillers, the ones who tradeskill as the primary part of their game, to have an HQ requiring one to be a 60+ adventurer -and- a 60+ tradeskiller.  There are very very very few 60+/60+ who do more in tradeskills other than grind to level.  The HQ should have required a component -from- a 60+ tradeskiller (made with a lore item as part of the quest, so it couldn't be done in any bulk) which would have involved tradeskilling and tradeskillers without denigrating it to a secondary thing to do for an adventurer.

I'm sorry you feel that there are so few 60+/60+ players who do more than grind tradeskills to level. Currently I am a 66 Warden / 65 Provisioner, actively engaged in both the adventuring and crafting sides of that character. I know numerous other players here on Kithicor who are the same type of player as I am.
Few does not mean -none-.  In the past, those who were high in both and active in both were lauditory (partly because there were so very very few of them).  Now that there are two HQs requiring high level crafting as well as high level adventuring, the numbers of those who are actually tradeskillers (actively and by desire, not just to get a "mark" or a quest item) as well as adventurers are diminished. Requiring a high level adventurer to be a high level crafter in order to get these quest items will lead to more and more posts of "which tradeskill is the fastest to grind" and will actually encourage AFK bots for crafting with adventurers justifying it with comments about how boring tradeskills are and how unfair it is they're required to do them.  It -will- lead to more and more AFK class grinding  like in SWG with product dumping by those AFKers.
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