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Unread 06-04-2008, 12:11 PM   #1
Aneova
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Alright so all of us hardcore crafters know about the faction awarded clothes available for our various Tradeskill societies. However all they do is add to the appearance.  Before I go further, yes I do know tinkerer's can improve crafting ease, and yeah we probably don't need anymore stat boosts or what not, but I'm tired of the clutter of random items in my bags.Literally Tailor made tradeskill clothes, full outfit sets that boost specific TS class skills and/or add heat resists. The sets would be based on TS lvl. So let the burning commence.
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Originally Posted by Smed: I've been a regular lurker on this site for a while but I wanted to step in here and dispel something that's just plain not true - I don't have my name highlighted here, but anyone that doubts it's me can email me at [email protected] and I'll happily reply. We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. In any event, I wanted to stop in and at least set the record straight - you aren't going to be seeing RMT allowed on the non-exchange enabled servers.

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Unread 06-04-2008, 08:37 PM   #2
Meirril

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Orpheus666 wrote:
Alright so all of us hardcore crafters know about the faction awarded clothes available for our various Tradeskill societies. However all they do is add to the appearance.  Before I go further, yes I do know tinkerer's can improve crafting ease, and yeah we probably don't need anymore stat boosts or what not, but I'm tired of the clutter of random items in my bags.Literally Tailor made tradeskill clothes, full outfit sets that boost specific TS class skills and/or add heat resists. The sets would be based on TS lvl. So let the burning commence.

So...extra work for Domino for no real benifit to crafting? Brillant.

How about demonstrating a need or at least a reasonable reason to desire said things before asking to have them added into the game?

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Unread 06-06-2008, 11:31 AM   #3
Terron

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If crafting were balanced on the assumption that the crafters had a set of equipment with suitable bonuses that would extend the range of useful gear crafted, quested or even looted.That could be used to increase the crafting and even adventuring content within the game.If crafters needed equipment like adventurers do then crafters might get a bit more respect from adventurers.Some equipment already exists (of each type) but there is no real need for it.Without a need then it is probably best to make such items mainly available as quest or factions rewards.
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Unread 06-06-2008, 01:58 PM   #4
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I think gear itemization for crafters is a great topic for discussion.  You're right, there is no real need for it right now, it's just a nice to have.

 But ... what if there WAS a need?

What if there was some highly desierable crafted items that were 8-10 levels higher than the current level cap, but scribable at cap?

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Unread 06-06-2008, 08:40 PM   #5
Meirril

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Maybe in that case, yes we'd have a small use for it.

Then again, I didn't have any trouble making a level 100 combine at 80 for my TS epic.

Another possibility would be to have a permanent tradeskill modifier on clothing. Like +10 progress -5% success every combine. Possibly even a kind of tradekill-only power regeneration that would give you like +3% power per event.

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Unread 06-07-2008, 05:53 AM   #6
Aneova
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Meirril wrote:

Maybe in that case, yes we'd have a small use for it.

Then again, I didn't have any trouble making a level 100 combine at 80 for my TS epic.

Another possibility would be to have a permanent tradeskill modifier on clothing. Like +10 progress -5% success every combine. Possibly even a kind of tradekill-only power regeneration that would give you like +3% power per event.

This is the main reason i started the thread, I myself, am not to creative, infact i probably couldn't truely come up with a truely original idea beyond the suggestion of something. Maybe just maybe something could be put in to where our skills mattered, or our success rate mattered, to where tradeskilling was challenging again without having something to help us. We used to need each other, An alchemist to make our resins, washes and oils,  a sage to make our paper, a tailor to make threads, yarns and armor and weapsonsmiths to make things like buckles or rivets. Some say it was good to forgo such things, I myself... I miss it. I hope this continues a bit longer, the discussion of new ideas is a good thing... even the flames teach more then  they burn sometimes....
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http://forums.station.sony.com/eq2/posts/list.m?topic_id=438341

Originally Posted by Smed: I've been a regular lurker on this site for a while but I wanted to step in here and dispel something that's just plain not true - I don't have my name highlighted here, but anyone that doubts it's me can email me at [email protected] and I'll happily reply. We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. In any event, I wanted to stop in and at least set the record straight - you aren't going to be seeing RMT allowed on the non-exchange enabled servers.

John Smedley President, Sony Online Entertainment
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