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If it means anything, I had at least 6+ level 50+ crafters before I had left the game about a year ago. Those characters are now gone. I used to make a lot of money with my level 70 tailor, and made decent cash with my level 60 armoror crafting T2-T6 <b>legendary</b> armor. Thats right, legendary, not mastercrafted. Now, drops are so good throughout the tiers and are in general, consistently better than anything crafted. Today, I have one sage that I'm actively leveling. I have no inspiration to craft at all anymore. What ruined it: <ul><li>Complete removal of interdependency, and removal of subs. I made a killing because I had my own alchemist who could make extracts. Dolls, armor etc all sold really well, with high profit margins. </li><li>Rares used to be more rare. Now they are cheap, and again, profit margins are less because everyone can craft rares. </li><li>Merging of the brokers. I was in freeport, and at least at the time, most of the crafters were in Qeynos. Now, the market is flooded since you have visibility to everything.</li><li>Gear "nerfed" or at least adjusted. I miss items having combinations of resists and stats. I'd rather have +300 magic and +300 mental than +50 of each resist. Many low level items don't even have resists. </li><li>No bump in the tier. We've been at tier 7 for a long time, and dropped gear has increased in quality since KoS. EoF legendary is light years ahead of mastercrafted.</li><li>No crafted gear equipable at 67+. Yes, there are a few items, but the recipes are largely no-trade and generally require raiding. Many people who have been at 70 for over a year simply have no need for anything crafted, and the people who raided to get the recipes probably don't need the fabled craft that came about because they are already fully fabled! </li><li>Expensive cost for an abort. Aborting a sub or previous combine had a small penality, now it has a large one. Not a huge deal though. </li></ul>Suggestions:<ul><li>The new writ system is a huge improvement. I would suggest getting tradeskill XP when completing each one.</li><li>Make XP gain for each profession the same as it is proportional to the amount of recipes they have in that level. So, if a sage has 12 recipes, they should ear the same amount of XP after making all 12 recipes the first time as a carpenter who only has 3 recipes. Maybe not this a literal of a change, but hopefully you get the idea. </li><li>Add more recipes or change the stats of items so that they are equipable later in the tier, especially tier 7. Make players WANT to have crafted gear at 70. So, for example, have a pair of Xegonite pants that are equipable at level 69 that have stats comparable to level 69 gear.</li><li>Have crafted gear have set bonuses like dropped gear. If you have a full set of dragonhide leather, it should provide a bonus - maybe with an additional imbue.</li><li>More varying imbues than just on chest, pants, weapons, and rings. Transmuting really has ruined this though, they get all the cool effects, even if the tradeskillers get to make some of them. We're still dependent on transmuters for the components though. I can't think of an easy way out of this other than allowing more imbues.</li><li>Allow for tradeskill respecs. Anyone should be able to drop to a level 9 artisan and lose all recipes 10+ if they choose. We shouldn't have to roll a new character, as it seems most of the new crafting stuff requires crafters to have high adventurer levels.</li><li>Allow us to transmute common crafted items.</li><li>Adjust Hex dolls so that they properly scale with the tiers. +9 INT at level 10 vs +14 INT at level 60 is not a proper progression in my opinion.</li><li>Throwing weapons in tier 7 all have the same stats. In previous tiers they vary.</li><li>Master III spells. Not that sages really need a boost, but it would be nice. Make the rare raws ultra-rare. I see people trying to get spells level 57-60 more than anything in tier 7 since they are so difficult to obtain. That really shouldnt be the case. 57-60 M1 spells are usually at least 5-10x more expensive than tier 7. Being able to craft a master III version would alleviate the need for a specific book to drop. </li><li>Bring back fabled crafting, in a large scale, with similar drop rates to relic starters. Heck, make relic gear require crafters, as it should have been. </li></ul> I could go on. Needless to say, I liked the crafting system as it was when Bloodlines launched. Imbues were there, but there was no geomancy, binding, thaumaturgy etc, and combines were there. Not sure if I'd go back to WORTs and the dependancy on Alchmists, but to me it was a much more involved system that encouraged a market to work together. Now? Its mindless. Just mash buttons until you get a product. No thinking involved, no challenge. Anyone can do it, and now that the products are even less desirable, there is less reason for me to do it. Chances are i'll find it on the broker for very cheap. Risk vs. Reward? Obviously, there is no risk involved with crafting, so it should be an intellectual risk (well, other than the forge back in the day). Make it so that you have to plan what you need to make a product, just like in real life. Tedious, you say? Don't craft, there's too many of them anyways. I enjoyed the planning it required to make a product and once that product was done, it was a sense of accomplishment. Now, you churn them out like an assembly line where there are no workers. Yes, you can't completely get away from grinding (just like adventuring) but you need to keep it as interesting as possible. Not sure how many people agree with me on the above paragraph, since I doubt subs will come back, but its just how I feel. agressiv
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<cite>DominoDev wrote:</cite><blockquote><cite>Jerril wrote:</cite><blockquote><p>My wish would be to get a tradeskill Dev.</p><p>How many months are gonna go by until we do?</p></blockquote>*crawls out of a strong box* Hi there! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> </blockquote>Welcome!! Halfling? Interesting, does that other halfling know about you yet? *impish grin* Oh.. and we don't bite.. much <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
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One thing I would like to see atleast from the outfitter (armorer in my case) perspective is be able to be able to craft a full suit of all the kinds of armor/weapons once we specialize. If I can say make a melodic or devout chest piece why can't I make the pants or the bracers untill tier 6 ? This would help both adventurer and crafter alike as people can get the armor that really helps their class by tier 3 if they need something other then just str sta and agl from the chainmail and vanguard sets, and the outfitter will have some more recipies to help lessen the rather nasty grind needed due to the increased variety.
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<cite>Deson wrote:</cite><blockquote>First off welcome! One of the main problems with t6 harvesting, and to some extent EoF harvesting is the dearth of nodes. It's not just that there aren't enough to support more than a few harvesters per zone, it's that they are spread incredibly far apart leading to a harvest time much longer than other tiers. Couple that with them not being as specific as KoS harvest spots and you have it just being a pain. Personally in harvesting for all my crafters, t6 was most annoying for that very reason. </blockquote>(1.) I would *definitely* echo the "EoF" harvesting....this is a problem not just with Tier 6 but with virtually all Tiers in the EoF zones compared to all other zones. The number of nodes, and just as importantly, the perceived number of possible 'spawn points' for nodes is simply considerably less in EoF zones by comparison, for whatever reason. I don't even bother even giving the tiniest thought to harvesting in EoF zones because of this reason, unless I happen to be there for reasons other than harvesting already and just happen to come across a node I might want something from. But to go there and actually spend time harvesting? It would be a huge waste of time for the above reasons. If you guys (and I understand you personally Dom are not over this particular area, but if you could pass this along) could make EoF zones as plentiful and frequent in terms of harvest nodes as other parallel zones, it would probably help everyone as it would spread things out more instead of practically everyone who seriously harvests being packed in to 1-2 zones (Feerrott comes to mind here...there's other places to harvest Tier 5 sure, but there's no other zone that really comes close in terms of relative ease and accessibility that also has enough nodes to support it. The section in Steamfont with T5 harvest nodes suffers from the above badly, and EF/LS are both too high/rough in content/mobs to harvest in consistently until your adventuring level is high enough to have greyed out the zone). (2.) My main gripe with Tier 6 (and it may be Tier 7 is this way too; I don't have any level 70's yet myself and thus I haven't progressed to T7 harvesting yet, but I'm sure others can chime in if there's a particularly noteworthy difference there as well) is the fact that rares are far *too* 'rare' in this tier. Please understand that I'm not saying nor am I expecting an easy time of it in rare harvesting....I'm a relatively patient person and I'm used to spending several hours harvesting over a few days to get what I want or need. But the frequency in which I seem to get rares in Tier 6 seems, maybe at *best*, 1/4th as often as I've experienced (or at least 'perceived over time'<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> the average being in every Tier that came before it. I think the last 2 times I was harvesting in earnest in Tier 6, I probably spent a total of close to 12 hours harvesting over the period of 2 days over one weekend, and I think I had 4, maybe 5 rares total to show for all that. Even the 'imbue' rares, which are annoyingly abundant in other tiers, seem much more 'rare' in this tier than in all tiers that have come before.
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<cite>Tyndaleon wrote:</cite><blockquote>(2.) My main gripe with Tier 6 (and it may be Tier 7 is this way too; I don't have any level 70's yet myself and thus I haven't progressed to T7 harvesting yet, but I'm sure others can chime in if there's a particularly noteworthy difference there as well) is the fact that rares are far *too* 'rare' in this tier. Please understand that I'm not saying nor am I expecting an easy time of it in rare harvesting....I'm a relatively patient person and I'm used to spending several hours harvesting over a few days to get what I want or need. But the frequency in which I seem to get rares in Tier 6 seems, maybe at *best*, 1/4th as often as I've experienced (or at least 'perceived over time'<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> the average being in every Tier that came before it. I think the last 2 times I was harvesting in earnest in Tier 6, I probably spent a total of close to 12 hours harvesting over the period of 2 days over one weekend, and I think I had 4, maybe 5 rares total to show for all that. Even the 'imbue' rares, which are annoyingly abundant in other tiers, seem much more 'rare' in this tier than in all tiers that have come before. </blockquote> Domino's predecessor said that rares get more rare as you level up. That's why they drop like candy in T1 zones and you look forever in T7.... Just FYI <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I know we're doing feedback, just thought you'd like to know that's by design, not boo-boo.
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And that I could understand too if it happened on a kind of gradual curve. But what I'm referencing is more like falling off a steep cliff by comparison even to just Tier 5. Even in Tier 1 on the newbie isles while you can have a certain frequency of rares there, I've never had them 'drop like candy' nor would I expect them to either. I don't think they should come close even to 'dropping like candy' in any tier. But I think 12 combined hours of harvesting on the flip side should certainly net you more than 4-5 rares tops if you're harvesting every node/node type within an area.
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Fire Seed recipe from EH...the end product needs to be NOT lore and TRADEABLE (not no trade). This is a huge tedium atm of mine.
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<ul><li>Remove the current TS window! It's old, static and right out booring! I mean, real human beings watching a blue and a green line go up and down for hours on end will end up as vegetables <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Let me actually interact with the stove & keg, the armorsmithing things etc etc. Let it be interactive and visually pleasing. Let it be less random and more player-skill based. </li><li>Make TS worth it economically! At 70 I can pretty easily make several plats a day without much effort and risk just by adventuring, picking up shinies and random loot from PUGs. </li><li>From my point of view, TS isnt something that you do first and foremost, but something you do in addition to all the other things in game. It's not, however, the way everybody else feels about it (but im not alone). Therefor, I'd like crafting to be faster. </li><li>However, if you do plan from the idea that crafting is a main occupation for many in EQ2, then perhaps make it so that crafters can have more impact on the world. Lasting or semi-lasting effects.</li></ul>
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<p>My wish list: </p><p>Re-rolling TS class (I wouldnt do it, but I know of people who screwed up and would like to change)</p><p>carpentery items: </p><p>My tier 6 tents even pristine have holes...ewwwww. I don't want old looking stuff, I want new stuff. Heck, I made it pristine <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> There's lots of stuff out there that we see that we can't make. New recipes, pleaseeee. KOS is under represented, EOF not at all. </p><p>Provisioner:</p><p>advanced foods: We need them in one form or another. There has been a tendancy towards this with recipes in zones, but I've not yet experience anything yet, I can't speak to it, but it's a nice start. </p><p>I'd love to see special circumstance foods: wedding cakes, cookies, Valentine cookies, candy canes etc. Not placable items, just eatable items. Course I'd prefer my wedding cake had no frog legs or ravasect meat. </p><p>Use the liquids found throughout the world to enhance foods. Caninie saliva added to a recipe that needs liquid would do something canine. If as simple as a transofrmation.</p><p>Jeweler/Alchy:</p><p>Why do some things have to be grown into: I can't make all jewlerly in lower tiers. I can't make all potions. </p>
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I'm going to second the request for full suits of variant armor at every tier -- both for armorers and tailors both. Not only does it make crafters sad, but adventurers who like the variant armors can't wear all matching clothes! I know a druid in particular who is sad because she either has to give up wisdom on her leather or have sleeves and gloves that look goofy with the rest.
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<p>Can we take a look at how progression works with crafted gear(mastercrafted)?</p><p>I mean if you want it setup so that you get crafted gear in the beginning of a tier and progress into instance gear at the end of the tier. I would be ok with that. I just want someone to come out and say that. Crafted gear doesnt last past 4 lvls from when you get it.</p><p>Weaponsmith is almost completely useless is T6 and T7, we can make adornments WOOT. The weapons do not come close to what can be quested or vendor trash. </p><p>Armorsmith is the same, You can find treasured armor that is better than t7 crafted, hgher mit and resist.</p><p> I have a 56 weaponsmith 70 carp 70 alche 45 provis deleted 40 tailor 45 armor.</p>
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personally I would like some aa lines added into tradeskilling - even if its just something I can get after I hit level 70... cause right now theres such lack of motivation to craft other than to keep one or two items of everything you can make on the broker for sale - I get no xp, no point in doing writs cause we are GL60, etc. Some possible options for tradeskilling aa (some similar to what a previous poster mentioned): 1) Harvesting line 2) Progression / skill in crafting line 3) a line to further advance your transmuting or tinkering, which includes things like bonuses to your skill level (if any impact on these two), rare recipe obtainment, etc. 4) a merchant line, which includes things like lowering your brokerage fee when buying ts components, lowering your brokerage fee when selling, maybe an ability to allow you to summon a broker anywhere for 5 minutes, and a final ability or something that allows you to get 5 extra spaces in each your salemen crates something like that - give me a reason to craft - doesnt have to be 50 aa points (or can be but just make it not super hardcore to grind through cause there are no real ts quests) another potential option too - I know there's been talk of going to FEWER tradeskill classes - but I am actually going to go a step further an allow further progression into my current. So for example as a jeweler maybe I can become a gemologist (make very rare recipes with gems), a soft metal worker (think of a name here but similar concept) or amaster spell maker (make master 3 spells, etc) You could do similar with each tradeskill line to make it so there is more "specialty" required - not more commonality. Thing is to make sure there are the recipes and items to back it up - if there's nothing meaningful to make - there's no point in doing it - however if all of a sudden I can make a really rare ring or as a gemologist add procs and stuff to gem-based jewelery (yes further to adornments) - phew - people will love me even more and there is a reason to tradeskill again other than to just sell the same junk (yes, its mostly junk). At the same time as a gemologist, I am out of the master 3 spell market and cant make money there, but heck, I may be one of the few gemologists on the server and hence should be rewarded for the time I put into it.
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<p>Something I forgot to mention regarding my wishes re. crafted furniture is not to overlook places like Stormhold, Deathfist Citadel, Ruins of Varsoon, etc. for interesting--and already existing--furniture models that just need to have recipes attached. Using pieces from there results in happy carpenters with no art department workload necessary.</p><p>In fact, in the interest of being as helpful as possible in pointing these items out I'll endeavor to make a list of the most accessible items I have in mind and list them here.</p>
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<cite>MadTexan3 wrote:</cite><blockquote><p>Something I forgot to mention regarding my wishes re. crafted furniture is not to overlook places like Stormhold, Deathfist Citadel, Ruins of Varsoon, etc. for interesting--and already existing--furniture models that just need to have recipes attached. Using pieces from there results in happy carpenters with no art department workload necessary.</p><p>In fact, in the interest of being as helpful as possible in pointing these items out I'll endeavor to make a list of the most accessible items I have in mind and list them here.</p></blockquote>I've actually got a very long list of these already! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> But if there's any particularly outstanding items you want to make sure is on the list, by all means. It may not be possible to use all of them, of course, but they can certainly go on the list to check.
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<cite>DominoDev wrote:</cite><blockquote>I've actually got a very long list of these already! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> But if there's any particularly outstanding items you want to make sure is on the list, by all means. It may not be possible to use all of them, of course, but they can certainly go on the list to check. </blockquote>Oh dear, my girlfriend is going to be very upset to hear that I've fallen in love with another woman. <img src="/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" />
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Welcome to the team, Domino. It's great to see a long time EQ player join the team. Looking forward to seeing what you contribute.
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Fixing the T7 noxious remedy potion levels perhaps?
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<cite>Bohika wrote:</cite><blockquote>Fixing the T7 noxious remedy potion levels perhaps?</blockquote>Read <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=361118#4087936" target="_blank" rel="nofollow">yesterday's post</a>! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
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<p>First of all, welcome!</p><p>Thanks for reviewing the list.</p>
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<p>I got one for you.</p><p>Change the loam colors for each tier and rarity. There all white and when you have 7 tiers with a total of 14 loams you can't tell the difference by looking at them.</p><p>This probably isn't your department because its art but maybe you can forward this problem to the appropriate people.</p>
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<cite>DominoDev wrote:</cite><blockquote><cite>Jerril wrote:</cite><blockquote><p>My wish would be to get a tradeskill Dev.</p><p>How many months are gonna go by until we do?</p></blockquote>*crawls out of a strong box* Hi there! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> </blockquote><p>Quick, someone craft a lock and install before she gets back in. Better yet, just make it like an adamantine chest that can't be opened or used at all. </p><p>All kidding aside. Hello, glad to see you. </p><p>Now for one of my wishes. Can we get a combine to condense say 5 imbuing items down to one dust or 10 items to 2 dust if pristine type thing. This would help in a couple of ways. One it would make more dust available for rare potions and poisons and 2 it would raise the value of them making the you got a rare item sound almost mean something when harvesting instead of a big dissappointment. </p><p>Right now the majority of imbued item harvest are probably used like I use them to level up crafters with only using one additional raw. I hate telling friends that I can only make them rare poisons and potions if they spend a lot of money buying me the dust and then I charge them extra for fuel, too.</p><p>When you have items selling for less then a silver that are dinged as a rare harvest, something is wrong. The stats will not change on the products they make so another use needs to be found for them to make them more valuable and making dust would be a logical use of them since the dust is named the same as the imbued item for a tier. </p>
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Make something new to advertise LFW, maybe like an advertising board where we can show our class, level, recipies, etc. Maybe even go as far as placing orders through this system. Posting 70 Jeweler LFW every 5 minutes in qeynos_crafting is kinda lame. <span style="font-size: medium"><b>This is especially a problem on PVP servers where everyone wears ANONYMOUS tag - LFW becomes useless there since you cant find someone if they are /anon and /lfw.</b></span>
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<p>There have been several posts here saying they want the sub-combines back. I have to agree that that would be nice. I currently have one of every base crafter type (thats 9 different crafting toons) and liked crafting much better back when it had sub-combines.</p><p>However, the system that had been placed there was broken. There were too many sub-combines for some recipies and not enough for others. Then they tried giving everybody the ability to make their own interims, that too kinda sucked. Finally they just removed the refines and interims all together. In my opinion this was using bazooka when a .22 caliber would have sufficed.</p><p>I think that returning sub-combines to the art of crafting would be a good thing; however, it should only consist of "refines" and no interims.</p><p>Secondly, (and I might get flamed on this point) I think the "parting out" of who gets what type of "refine" was a good idea but should have been left at the class level - all scholars can do their set of the same refines, all outfitters can do their set of the same refines, and the same for Craftsmem. This way the most you would ever need of "alts" for doing refining would be 2 - with three toons doing crafting you could make all the stuff you needed yourself. This method still provides for a "sub-combine" market for crafters without making it near impossible to get the stuff on your own (like it was when interims were divided up amongst the subclasses: sage, tailor, carpenter, etc.)</p><p>Lastly, if crafters can have work-orders that give status and coin - why cant we crafters get quests from shopkeepers around the city for coin and crafting xp? This would certainly help to reduce the pain felt during the process of leveling characters that have a limited recipie set (e.g. carpenters). You could even make them competitive by making the crafting quests "spawn". Namely the quest isnt always there - the shop owner may tell you that his or her stock is currently full and to try back later. Thus, crafters have to try and catch the quests before a different crafter of the same type gets it - sort of like contested raid mobs. Could make it even more personal by having the shopkeeper tell you who was the most recent person to fulfill the crafting quest. (e.g. Im sorry I dont have any work for you right now. <character name> just delivered a new supply of <crafted item> to me. Try back later, I might be able to give you the work next time.)</p><p>Just some ideas from an adled brain</p><p>~Alise Darkleaf - Permafrost</p>
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While you've been active since Beta and likely have followed every major TS thread under a different name(sig looks familiar too), would it be a good idea to link some of the feedback threads that have fallen off?
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<cite>Deson wrote:</cite><blockquote>While you've been active since Beta and likely have followed every major TS thread under a different name(sig looks familiar too), would it be a good idea to link some of the feedback threads that have fallen off? </blockquote>If they're still topical and relevant, sure. But, let's set realistic expectations here -- it's going to be a couple of months before I'm familiar enough with the systems and data structure to be comfortable planning out any major changes, and by that time the team is going to be completely focused on the upcoming Kunark expansion. So, while I'm gathering ideas and wishes now, anything more complicated or anything that's just a speculative "gee wouldn't it be nice if" kind of thing, is almost certainly not going to see the light of day till after Kunark is over and settled. That said, I do hope to get some of the simpler-to-implement things done before or as part of Kunark, and I'm definitely hoping to slip some interesting surprises in with Kunark. But one small halfling step at a time! While I'd like nothing better than to fix up all the problems and wishes of the last two years next week, even halflings have to abide by the constraints of reality. <img src="/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" /> Insofar as changing the color of the loams - nice idea, don't know how much trouble it would be, and you're right, I don't think this would actually be something I would do, but I'll see if I can find out whose lap it would fall into. Always worth an in-game feedback too (though maybe after the Neriak fuss dies down, there's a ton of feedback about that at the moment). Interims and interdependencies ... while I agree that there were other less drastic solutions than the complete removal of everything, it's done now. It was a massive effort for Beghn to redo it and took weeks if not months of work to rewrite every recipe. I feel that redoing all that work again (and meanwhile shelving all sorts of other things I could have been doing instead) is not the most valuable way I can spend my time improving tradeskills. I'd rather look at other ways to make crafting more interesting and to even up the gap between the speed of levelling of different classes. More recipes, for example! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
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<cite>DominoDev wrote:</cite><blockquote><cite>Deson wrote:</cite><blockquote>While you've been active since Beta and likely have followed every major TS thread under a different name(sig looks familiar too), would it be a good idea to link some of the feedback threads that have fallen off? </blockquote>If they're still topical and relevant, sure. But, let's set realistic expectations here -- it's going to be a couple of months before I'm familiar enough with the systems and data structure to be comfortable planning out any major changes, and by that time the team is going to be completely focused on the upcoming Kunark expansion. So, while I'm gathering ideas and wishes now, anything more complicated or anything that's just a speculative "gee wouldn't it be nice if" kind of thing, is almost certainly not going to see the light of day till after Kunark is over and settled. That said, I do hope to get some of the simpler-to-implement things done before or as part of Kunark, and I'm definitely hoping to slip some interesting surprises in with Kunark. But one small halfling step at a time! While I'd like nothing better than to fix up all the problems and wishes of the last two years next week, even halflings have to abide by the constraints of reality. <img src="/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" /> Insofar as changing the color of the loams - nice idea, don't know how much trouble it would be, and you're right, I don't think this would actually be something I would do, but I'll see if I can find out whose lap it would fall into. Always worth an in-game feedback too (though maybe after the Neriak fuss dies down, there's a ton of feedback about that at the moment). <b> Interims and interdependencies ... while I agree that there were other less drastic solutions than the complete removal of everything, it's done now. It was a massive effort for Beghn to redo it and took weeks if not months of work to rewrite every recipe. I feel that redoing all that work again (and meanwhile shelving all sorts of other things I could have been doing instead) is not the most valuable way I can spend my time improving tradeskills. I'd rather look at other ways to make crafting more interesting and to even up the gap between the speed of levelling of different classes. More recipes, for example! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></b> </blockquote>Fine by me. Wasn't looking for anything special to be done by Kunark and I fully respect what a pain in the rear real time constraints are. Considering you are joining a team that's already started work on ideas they've had for years and as you said, it will take awhile to get fully caught up, all I'm really looking for is ensuring you've gotten as much clean feedback as you can in an easy spot. Oh, and does the bolded mean Sages are getting nerfed?!
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<cite>DominoDev wrote:</cite><blockquote><cite>MadTexan3 wrote:</cite><blockquote><p>Something I forgot to mention regarding my wishes re. crafted furniture is not to overlook places like Stormhold, Deathfist Citadel, Ruins of Varsoon, etc. for interesting--and already existing--furniture models that just need to have recipes attached. Using pieces from there results in happy carpenters with no art department workload necessary.</p><p>In fact, in the interest of being as helpful as possible in pointing these items out I'll endeavor to make a list of the most accessible items I have in mind and list them here.</p></blockquote>I've actually got a very long list of these already! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> But if there's any particularly outstanding items you want to make sure is on the list, by all means. It may not be possible to use all of them, of course, but they can certainly go on the list to check. </blockquote>If those sword-shaped light sources (seen in the entry hall in Stormhold) make the cut, I'm a happy fellow!
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<p><span style="color: #0033ff">Ok, I would like make my wish list now that we finally got tradeskill dev <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></span></p><p><span style="color: #0033ff">Not sure about the others but everytime I ding every ten lvls I get the secondary abilites we no longer use and having to sort them out is pain and would like to see them be taken out if we are no longer going these abilties.</span></p><p><span style="color: #0033ff">My 1st request is add the rest of the sets in T1 thru T3 for the Tailors and Armorers</span></p><p><span style="color: #0033ff">2nd I want to see more resist added and I miss how the commom use to give us way better stats and resist and now they give hardly nothing at the lower tiers when before they did.</span></p><p><span style="color: #0033ff">I would like to see more jeweler recipes added for a lot of them was taken out and I think alot of us miss them</span></p><p><span style="color: #0033ff">and most all <i><b>I want to see more carpenter recipes added</b></i> starting with the rest of recipes for the furniture that used to be sold by npc's and no longer is espcially the bookshelves and the qeynosian stove for at the time when npc's sold them alot of us couldn't afford these and I never see them for sell so they super rare to obtain and I so wanted these back then but couldn't afford them so pretty please give these recipes for these. </span></p><p><span style="color: #0033ff">T6 & T7 are lacking and have somethings that don't make since like for example seen alot recipes for items that we can obtain by turning in collections and would like to see these items changed to something more useful and cooler looking if you ask me for some of them are bulky and take up alot of room. </span></p><p><span style="color: #0033ff">T6= I seen some beds & rugs in Muj'Dal and seen some neat desks/chairs and beds in 'Poets Palace' that can be added.</span></p><p><span style="color: #0033ff">T7= I seen in the commons & rares recipes way to much junk stuff and to many similar items and not sure why other then who did KoS capenter recipes must not put a lot thought into it for it's really lacking creativity and the teir has no bed in it either so any added change to this tier would be nice I am sure</span></p><p><span style="color: #0033ff">Now as I sure you have many request from EoF and hope to see them added and since T7 is lacking maybe add some of it there as well to some of the other tiers since EoF is a expansion for all levels.</span></p><p><span style="color: #0033ff">As for items that are not in this game I would like to see pillows, dishes, curtains, counters with sinks/ cabinets, stoves, smaller nick nacks to set on shelves since they kinda plain even with books, Tubs?...hey we have to clean sometime from all that fighting, and any other items I have seen requested that I failed to mention.</span></p><p><span style="color: #0033ff">I would really like for you to really take the time the to over look the itmes and see what is missing like I seen tables with no matching chairs vice verse as well, I seen some things that are repeated in tiers, I seen some items that are just plain ugly and no one would even want it in their house like the T1 common and rare bookshelves...</span></p><p><span style="color: #0033ff">I would like to see more color other then brown, brown, and black mostly. I would like to see bone furniture actaully have a bone color look and that to is like off white to tan in color depending age if you know I mean. I am sure thier is other types of wood in this game should be of certain color and not but I know that bone should have off white appearence to it and none of bone furniture has off white appearence to it and should be.</span></p><p><span style="color: #0033ff">Thanks for reading and this is my wish list</span></p>
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<cite>DominoDev wrote:</cite><blockquote>*snipped* Interims and interdependencies ... while I agree that there were other less drastic solutions than the complete removal of everything, it's done now. It was a massive effort for Beghn to redo it and took weeks if not months of work to rewrite every recipe. I feel that redoing all that work again (and meanwhile shelving all sorts of other things I could have been doing instead) is not the most valuable way I can spend my time improving tradeskills. I'd rather look at other ways to make crafting more interesting and to even up the gap between the speed of levelling of different classes. More recipes, for example! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> </blockquote><p> *sigh* </p><p>I really wish people would just drop the whole Interim / Interdependencies thing and move on! It's done and long changed. Let's work with the system we have now! </p><p>... meanwhile .. "<b>more recipes, for example</b>!" </p><p>I like the way you think so far! lol .. </p><p>I am hoping that you can maybe continue and expand on the few additions that Illucide & Morticus have started .. </p><p>The addition of more zone specific recipes in various zones across all the expansions and original game. </p><p>For Solo, Group & Epic Zones. </p><p>And, my personal wish item? The addition of a single line to every single harvestable item in game ... Tier: "X". </p><p><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p>
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Ok, I'm going to presume the following: You got a turnover from Ilucide that covered his hypothetical and other feedback we gave him;you saw some of what Friznik proposed way back in summer '05. That said, here are some of the more recent feedback threads: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=354995" target="_blank" rel="nofollow">Suggest a crafting event/encounter</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=354999" target="_blank" rel="nofollow">Mechanics suggestions</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=351350" target="_blank" rel="nofollow">General direction seeking thread</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=360046" target="_blank" rel="nofollow">TS instances rework</a> (though it might not be just you) <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=355360" target="_blank" rel="nofollow"> A suggestion for fabled crafting</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=351144" target="_blank" rel="nofollow"> A suggestion for group crafting</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347985" target="_blank" rel="nofollow"> Suggestions for "heavy" crafters</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=348388" target="_blank" rel="nofollow">General yet specific feedback</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347489" target="_blank" rel="nofollow">General feedback</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347734" target="_blank" rel="nofollow">Quest feedback</a> Certainly not all of them.The forum wipe did help limit things but, should you have access to the archive, you can go through my name and find just about all the ones from there. I have a habit of tagging feedback threads to make them easy to find for me. I'd say check Calthine but she's got waaaaayyyyy more posts than me. Almost forgot. Can I get my exploding arrows this time?
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