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-   -   Bug with crafting skillups? (https://archive.eq2wire.com//showthread.php?t=393398)

Didi 11-25-2007 04:55 PM

<cite>Ram wrote:</cite> <blockquote>Calthine, I'm sure they are looking in to the issue however I don't think they are giving it all they got to fix it. Probably have one or two people trying to figure it out and that isn't good enough. This is a game breaking crafting issue that needs to be fixed ASAP! Also, I'm getting angry because I'm not getting a dev response to the question I've asked. If one of the devs would just say that they will give us a trade skill boost appropriate to our crafting level when they implement the fix I wouldn't be getting so worked up. I've sent Domino 2 PMs asking if they could respond in this thread to my question but nothing.</blockquote><p>It may have escaped your notice somehow, but it is in fact a <b>holiday</b> in the US at the moment.  This issue is already listed in the 'state of the tradeskills' post, we already know it's being looked into, what more can anyone say?  </p><p>Regarding the level gap theory, I don't think it's that simple.  As a level 36 monk who's 10% away from level 80 carpentry, my sculpting skill is currently maxed at 395/395 and I haven't lagged more than 5 skill points behind while levelling up.  If it were simply a case of level difference then I should be way further behind.  It's clearly not quite that straight forward (maybe why it's not fixed yet).  Personally, I remember when the cross-craft skills were added for making subcombines and how all of us who were approaching 50 already had to level them up from 0.  It was a pain, but it was pretty fast in the end, and none of us threw tantrums about it being a game-breaking issue.  Kids today!  They don't know when they have it good!  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>/em wanders off mumbling about walking uphill in the snow for 3 miles in bare feet on broken glass in the good old days ... and we liked it!</p>

Lightfoot 11-25-2007 07:18 PM

I don't think of a level 36 monk as low level.  Four of my crafters that are having problems getting skillups only have an adventure level 9 or 10.  I've more or less proved that it is the level difference causing the problem by doing exactly the same with 8 of my crafters, taking them all up one level.  It was only the low adventure levels that didn't get any skillups, all the others got all 5 skill points in the first couple of items crafted.

Snowlywhite 11-25-2007 08:00 PM

<cite>Didi wrote:</cite><blockquote><cite>Ram wrote:</cite> <blockquote>Calthine, I'm sure they are looking in to the issue however I don't think they are giving it all they got to fix it. Probably have one or two people trying to figure it out and that isn't good enough. This is a game breaking crafting issue that needs to be fixed ASAP! Also, I'm getting angry because I'm not getting a dev response to the question I've asked. If one of the devs would just say that they will give us a trade skill boost appropriate to our crafting level when they implement the fix I wouldn't be getting so worked up. I've sent Domino 2 PMs asking if they could respond in this thread to my question but nothing.</blockquote><p>It may have escaped your notice somehow, but it is in fact a <b>holiday</b> in the US at the moment.  Not only is it a holiday, but it's probably the first chance Domino and the other devs have had to catch up on sleep since they started Kunark crunch time several months ago.   These guys aren't paramedics or firefighters on call at your convenience 24/7.  This issue is already listed in the 'state of the tradeskills' post, we already know it's being looked into, what more can anyone say?  When they have a fix, they'll have a fix, and repeatedly PM'ing  demanding attention and by-the-minute updates throughout a holiday when it's already been stated that they know about the issue, is only going to make you look like a kid throwing a temper tantrum.  </p><p>Regarding the level gap theory, I don't think it's that simple.  As a level 36 monk who's 10% away from level 80 carpentry, my sculpting skill is currently maxed at 395/395 and I haven't lagged more than 5 skill points behind while levelling up.  If it were simply a case of level difference then I should be way further behind.  It's clearly not quite that straight forward (maybe why it's not fixed yet).  Personally, I remember when the cross-craft skills were added for making subcombines and how all of us who were approaching 50 already had to level them up from 0.  It was a pain, but it was pretty fast in the end, and none of us threw tantrums about it being a game-breaking issue.  Kids today!  They don't know when they have it good!  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>/em wanders off mumbling about walking uphill in the snow for 3 miles in bare feet on broken glass in the good old days ... and we liked it!</p></blockquote>It may have escaped you somehow, but when you're buying something the last thing you care about is the ammount of sleep the guy in the shop had... That's eventually the managers problem, but definitelly not anyone's on the board. If you feel for them, good for you, personally I couldn't care less.That being said, I don't have an issue with getting to lvl. those skills back up, but I have an issue that right now I can't push them up no matter what I do, that last time when a skill up was bugged it took over 6 months to be fixed, and, worst of all, that soon I won't be able to craft at my tradeskill lvl... because with crit. fail after crit fail it's simply not working.

Ram 11-25-2007 08:26 PM

<cite>Didi wrote:</cite><blockquote><cite>Ram wrote:</cite> <blockquote>Calthine, I'm sure they are looking in to the issue however I don't think they are giving it all they got to fix it. Probably have one or two people trying to figure it out and that isn't good enough. This is a game breaking crafting issue that needs to be fixed ASAP! Also, I'm getting angry because I'm not getting a dev response to the question I've asked. If one of the devs would just say that they will give us a trade skill boost appropriate to our crafting level when they implement the fix I wouldn't be getting so worked up. I've sent Domino 2 PMs asking if they could respond in this thread to my question but nothing.</blockquote><p>It may have escaped your notice somehow, but it is in fact a <b>holiday</b> in the US at the moment.  Not only is it a holiday, but it's probably the first chance Domino and the other devs have had to catch up on sleep since they started Kunark crunch time several months ago.   These guys aren't paramedics or firefighters on call at your convenience 24/7.  This issue is already listed in the 'state of the tradeskills' post, we already know it's being looked into, what more can anyone say?  When they have a fix, they'll have a fix, and repeatedly PM'ing  demanding attention and by-the-minute updates throughout a holiday when it's already been stated that they know about the issue, is only going to make you look like a kid throwing a temper tantrum.  </p><p>Regarding the level gap theory, I don't think it's that simple.  As a level 36 monk who's 10% away from level 80 carpentry, my sculpting skill is currently maxed at 395/395 and I haven't lagged more than 5 skill points behind while levelling up.  If it were simply a case of level difference then I should be way further behind.  It's clearly not quite that straight forward (maybe why it's not fixed yet).  Personally, I remember when the cross-craft skills were added for making subcombines and how all of us who were approaching 50 already had to level them up from 0.  It was a pain, but it was pretty fast in the end, and none of us threw tantrums about it being a game-breaking issue.  Kids today!  They don't know when they have it good!  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>/em wanders off mumbling about walking uphill in the snow for 3 miles in bare feet on broken glass in the good old days ... and we liked it!</p></blockquote><p>Wow, you're quick to shoot off from the fingers. It's funny you mention it is a holiday. The time when most folks are on vacation from work and have some time to play the game. Thanks for highlighting the fact that the start of a holiday is a bad time to put in an entire expansion in to a MMO. What genious thought that up? Now after putting in the expansion there's no one around to fix the issues. And they very well knew there would be issues.</p><p>When did I say I "repeatedly" PMed the devs? I said I sent Domino 2 PMs (over 2 days, when I saw her on) and got no response. A simple answer to my question was all I was asking too. I was not asking for the fix now. Just an answer to my question. Read the entirey of people's posts before you start going off at the mouth about something until you get all the details.</p><p>This is a game-breaking bug we are talking about. One would expect this type of bug to be fixed within 1 to 2 days when it was released. But because of the holiday schedule everything gets put on hold. Which is the most horrible time because it's when a lot of folks play the game.</p><p>Kids today!</p><p>*EDIT: Added comments</p>

Snowlywhite 11-25-2007 08:46 PM

no clue what holiday is in the us, but the issue is 2 weeks old... don't tell me it's 2 weeks holiday...

Frijoles 11-26-2007 12:28 AM

<p>I've been working with several of my crafters this holiday weekend - I have an Alchemist, an Armorer, a Carpenter, a Jeweler, a Tailor, a Weaponsmith, and a Woodworker. I'll detail my experience with each of them, below.</p><p>1) This is the first crafting I've done with any of my characters since RoK went live.</p><p>2) Each crafter began his respective 'crafting run' this weekend at level 30 or level 31, with a skill level of 145/150, or 150/155.</p><p>3) None of my  crafters has chosen any type of racial crafting trait, all were wearing their quested crafting vests while crafting, and each also has a tinkered (level 20) crafting gizmo in his inventory.</p><p>4) All crafting was done by countering random events and 'spamming' the <i>durability</i> buff between events as they occurred (the way I normally craft).</p><p>5) At various intervals I continuously spammed <i>all six</i> crafting buttons in sequence (right to left), to gauge power consumption/regen (more on that later). </p><p>(I'll list these guys in the order that I worked with them.)</p><ul><li><b>Level 30 Jeweler</b> (level 15 Erudite Wizard):</li></ul><p>Started at 145/150 (Artificing) skill and gained 5 crafting levels. Gained 7 total skillups, to finish at <b>152/175</b> at <b>level 35</b>.</p><p>(I <i>knew</i> there was a problem before I got to level 32 with this one - logging out of the game to check this particular forum and the eqtraders website confirmed this.)</p><p>Note: Skillups here occurred only at the <i>completion</i> of combines (no skillups were received <i>during</i> the crafting process at all).</p><ul><li><b>Level 30 Tailor</b> (level 19 Human Bruiser):</li></ul><p>Started at 145/150 (Tailoring) skill and gained 5 crafting levels. Gained 25 total skillups, to finish at <b>170/175</b> at <b>level 35</b>.</p><p>(This one skilled up quickly, just as he always has - and as my other crafters normally do.)</p><p>All skillups occurred during the crafting process (immediately following event counters, in most cases), and I saw as many as three skillups while crafting the same item.</p><ul><li><b>Level 30 Weaponsmith</b> (level 14 Kerran Defiler):</li></ul><p>Started at 145/150 (Metalworking) skill and progressed to level <b>32</b> (59% toward level 33). Finished at <b>148/160</b>.</p><p>(Skillups here seemed few and far between, as with the Jeweler.)</p><p>Again, all skillups occurred only at the end of combines, instead of actually <i>during</i> the crafting process.</p><ul><li><b>Level 30 Woodworker</b> (level 21 Arasai Assassin):</li></ul><p>Started at 145/150 (Fletching) skill and progressed to level <b>31</b> (just 5% toward level 32). Finished at <b>155/155</b>.</p><p>(I worked with this one only long enough to determine that his skillups were occurring quickly and normally.)</p><p>The Woodworker's skillups also occurred only during the crafting process - usually as the result of a successful event counter. </p><ul><li><div><b>Level 31 Armorer</b> (level 31 Iksar Guardian):</div></li></ul><p>Started at 150/155 (Metalshaping) skill and progressed to level <b>32</b> (16% toward level 33). Finished at <b>160/160</b>.</p><p>(After satisfying myself that this one was skilling up normally, I stopped working with him.)</p><p>As with the Tailor and the Woodworker, all skillups occurred during crafting combines.</p><p><b><span style="color: #ffff00;">*</span></b> I haven't gotten to my Alchemist or Carpenter yet (both also currently 30 and at 145/150 skill; a level 15 Dark Elf Necromacer and a level 17 Troll Fury, respectively) - I'm beginning to run low on raws after working with the others, but I've come to these conclusions, so far:</p><p>1) Some crafting skills seem uneffected by this problem (in my case, anyway =P ).</p><p>2) Those having skillup trouble only get their skillups at the end of the combine process (the way my Tinker and Transmuters have in the past - I've done no tinkering or transmuting recently, so I don't know if that's changed), while those not having a problem continue to recieve their skillups during the item crafting process.  </p><p>3) The poorest skillup gain rates do indeed appear to belong to those crafters with the <i>lowest</i> adventure levels, for some reason.</p><p>Also, with the exception of my Armorer, power regeneration is <b><i>not</i></b> a concern for me while crafting post-RoK (at least in tier 4 crafting) - I can sequentially spam all six counter buttons for the entire duration of a given combine and, provided that I don't fail to counter any Major events, the use of a power regen totem isn't necessary at all. This is new for my crafters, as they've always had to watch their power consumption closely prior to now.</p><p>(The armorer, for some reason, still needs a power totem while crafting - he can't complete more than two or three back-to-back combines without using one. I've also posted about him in a thread over on the <i>Combat Discussion</i> forum because he seems to be burning through his power during combat a lot more quickly lately too. Odd coincidence, that.)</p><p>Anyway, that's all I have.</p><p>I know it's a 'known issue' but just wanted to throw my observations into the mix.</p><p>;)</p><p><span style="color: #ffff00;"><b>*</b> Update: I just finished working with my Carpenter and Alchemist. The Carpenter picked up 5 skillups (150/150) in level 30 (between 1% and 42%), so I stopped at 42% and logged onto the Alchemist. The Alchemist leveled from 30 (4% in) to 31 (5% in)  and saw a total of one skillup (146/150, at 63%) at the completion of a crafting attempt. (Both of them crafted level 29 and level 30 items.)</span> </p>

Calthine 11-26-2007 02:51 AM

<cite>[email protected] wrote:</cite><blockquote>no clue what holiday is in the us, but the issue is 2 weeks old... don't tell me it's 2 weeks holiday...</blockquote>I think the point is that PMing a dev on a holiday weekend and expecting an answer is a little silly.  I don't work on MY days off, do you?

Axelia 11-26-2007 06:28 AM

<p>I did some testing today cause I have 7 crafters. Two are over the adventure level 20 and 5 are under. The ones under stopped gaining skillups at 30 however the ones above level 20 gained skillups normally after they passed level 30 tradeskills. Seems that the skill ups are directly related to adventure level.</p><p>/bugged it</p>

denmom 11-26-2007 08:55 AM

L23/L74 Tailor - tonight gained two of them at the end of a first time combine only when I made the new items.  Currently 358/370.L32/73 Alchemist - no skill ups at all.L21/72 Sage - no skill ups at all.L25/74 Provie - finally two skill ups making new items for disco in the L74 book.  357/370L18/L72 Jeweler - actually gained skill ups more frequently, I remember at least four of them.The Weaponsmith I've not started on yet, the Carpy and Woodworker are maxed.

Karellen 11-26-2007 01:44 PM

I think it needs a bit of patience. Its likely not a bug but mistaken concept which means they need to rework how skillups work overall and this will take some time.

Calthine 11-26-2007 01:46 PM

I suspect that it's a stealth bug (something unknown caused the change) and it's being hard to run down.     

Xdatinelia 11-26-2007 05:42 PM

Ihave been musing over this and I wonder if it is a race issue, I see folks posting level & class.. maybe only certain races are bugged?

Calthine 11-26-2007 06:41 PM

<cite>Xdatinelia wrote:</cite><blockquote>Ihave been musing over this and I wonder if it is a race issue, I see folks posting level & class.. maybe only certain races are bugged?</blockquote>Like maybe the racial trait changes accidentally nerfed something?  That's an idea.

KnightOfTheWo 11-26-2007 08:30 PM

Wondering if anyone has noticed this issue with Tinkering/Transmuting skillups? After going through about a dozen combines I didn't get one skillup on my tinkering with white (even con) recipes). Oh, this was on my Gnome lvl 38 Dirge  / Provisioner lvl 70.

Xdatinelia 11-26-2007 10:01 PM

<p>Did any races get innate tradeskill stuff?</p><p>I found the beta list and took out everything not tradeskill related.</p><p>(Compiled by Hakujin of Permafrost<b> - </b>Nov 7 2007)</p><p><b>(A)</b> = Activated</p><p><b>(P) </b>= Passive </p><p><b>Sarnak</b>Innates: </p><p>Gathering - Half second reduction in all harvesting times (P) Choices: Carpenter's Touch - 5 Sculpting (P) Weapon Production - Weaponskill ability 10% power cost reduction (P) <b>Ogre</b> Innates: Rock Thrower - 1sec reduction to mining (P) Choices Oggokian Trade - Weaponsmith 10% power reduction (P) Rallosian Readiness - +5 Metal Shaping skill (P) <b>Dark Elf</b> Innates: Choices: Poison Crafter - 5% increased alchemy success chance (P) Pursuit of the arcane - sage 10% power reduction (P) <b>Dwarf</b>Innates: Mining Expertise - 1s reduction to mining (P) Choices: Master of the Tumpy tonic - +5 provisioning (P) Weapon Forger - Weaponsmith 5% success chance increase (P) <b>Wood Elf</b> Innates: Keeper of the Forest - 1s reduction to gathering and foresting (P) Choices: Gift of the Faydark - Fletching power reduction (P) Faydwer Fashions - 5% Tailoring success increase (P) <b>Gnome</b>Innates: Clockwork Expertise - 10 tinkering + reduced power use (cannot confirm) Choices: Forge Invention - reduced power cost for weaponsmiths - 10%? (P) Chemical Calculations - 5% increased success chance at alchemy (P) <b>Half Elf</b> Innates: Elven Heritage - 1s reduction to gathering and foresting (P)  Choices: Ayr`Dal Adornment - 5 jewelcrafting (P) Gift of the Faydark - 5% Fletching success chance increase (P) <b>Human </b>Innates: Multitalented - .5s reduction to all harvesting skills (P) Choices: Clothier - Tailoring 5% success chance (P) Diversity - +5 to all tradeskills (P) <b>Iksar</b> Innates: Choices: Dark Medicine - 5 Chemistry (P) Whipstich - tailoring 10% power reduction (P) <b>Troll</b>Innates: Choices: Troll Gourmet - 5 provisioning (P) Mender of the Mire - increased armoring success chance (P) <b>Froglok</b> - Not Confirmed by meInnates: Choices: Fervor of Marr - 10% Metal shaping power reduction (P) Zealotry of Marr - 5% Metal working success chance (P) )<b>High Elf</b> Innates: Intricate Creations - tradeskill power reduction (P) Choices: Esoteric Study - +5 sage skills (P) Gilding of Felwith - +5 jewelcraft skills (P) <b>Barbarian</b>Innates: Choices: Brewmaster - 5% provisioning success chance (P) Herbology - 5 Alchemy (P) <b>Ratonga</b> Innates: </p><p>Choices: Instruments of the underfoot - 5 weaponsmithing (P) Poison Play - 10% alchemy power reduction (P) <b>Hafling</b> Innates: Choices: Pants Patcher - Tailoring CA 10% power reduction (P) Niami's Tutelage - Provisioning 5% success chance increase (P) <b>Erudite</b> Innates: Choices: Scholarly Pursuit - +5% sage success chance (P) Chemist - 5 alchemy (P) <b>Kerra</b> Innates: Choices: Gift of the Land - 10% alchemy power reduction (P) Timber Shaper - 5 fletching (P) </p><p><b>Fae</b>Innates: Choices: Forest Knowledge - +5 Fletching (P) Magical Teachings - +5 Scribing (P) <b>Arasai</b>Innates: Choices: Transmography - +5 Transmuting (P) Neriak Precision - +5 Jeweler (P) </p><p>Some thoughts/questions..(Aka Shot in the dark stuff)  if it is race realted (have not cofirmed this but it is a viable thing to look at maybe) Does anyone remember if the tradeskill innates were in beta? What about the races with glide/safefall/whatever it is called?  Another random thought, some of these traits existed before, maybe those are still good and the bug is in a new one, even something as off and random as the racial trait about food or drink consumption (quite a few races have one of these)  Could these choices or innates realted to race, instead of adding to the success chance, have been an all around nerf to tradeskills, lowering the chances for skill up for races with out the innates/choices while leaving the races with the choices at the standard cap (Would be very deep in coding and assumes that the code for base # is unchangeable, but you can lower chance.) and thusly affecting (I can not use affect/effect correctly sorry)lower levels ability to gain tradeskill levels.  Is there anything similar to eq1 some races/classes get at higher levels like rogues got sneak in eq1 at lvl 4, ect.?   Was there a new skill added around 30 (Seems the cutoff here) with RoK I missed out on?</p><p>This is nothing I can say for sure, and folks like Cathliene and Denmom and Domino would mabye better explain what I am trying to say.  I tradeskill and love it, but I am not a coder, nor to I have the mountains of hours and time and resourses to test these things myself.. I am just looking at the facts we have: All Os's, Default or custom UI, low levels somethines but not always affected, Does cause a noticible problem as one levels up in tradeskills, making it unlikely it is just a display bug.</p>

Calthine 11-27-2007 01:16 PM

Wow, inflammatory or anything?  Just because we haven't heard anything doesn't mean that they aren't trying to fix it. 

S1lence 11-27-2007 01:22 PM

The fact that we haven heard anything is Exactly the porblem, it called gettinig ignored, not advised of the progress..

Irelia 11-27-2007 01:45 PM

I have 5 crafters  all level 20 +, I've noticed my provisioner and tailor and even armorsmith get skill ups no problem. My weaponsmith though is only level 21 and 20 points behind (out of like 100). Thats a lot. Haven't paid much attention with my alchemist though.

Jesdyr 11-27-2007 01:48 PM

<cite>Calthine wrote:</cite><blockquote>Wow, inflammatory or anything?  Just because we haven't heard anything doesn't mean that they aren't trying to fix it.  </blockquote>This is basically a show stopper for anyone effected by the bug that is attempting to level. I have given up leveling my crafters till this is fixed.

Snowlywhite 11-27-2007 02:25 PM

<cite>Calthine wrote:</cite><blockquote>Wow, inflammatory or anything?  Just because we haven't heard anything doesn't mean that they aren't trying to fix it.  </blockquote>if they'd have a decent record of bug fixing, probably noone would be so [Removed for Content].but since the speed at which bugs are fixed in this game is so crappy(as in months, and it's really this mmo's particular, everywhere else they were fixing at reasonable speed), it's natural that ppl. are stressed. I still remember how many times I had to jump in order to make safe fall go up once... Especially since it's a stopper for any low adv. high lvl. crafter... and no, I don't see any reason to adventure lvl. up a char. in order to make better potions...

Crashhn 11-27-2007 06:07 PM

<p>I agree that a response from SOE is warranted.  However, I don't really expect one.  It's the same in almost every aspect of life, customer service is out the window.</p><p>I just noticed the bug yesterday when I decided to craft a bit again after grinding a few levels in the expansion, and read up a bit on this post.  For the meantime, this is an inconvenience for me, but not the end of the world.  However, I do have one concern.</p><p>Has anyone had the same skill increase rate problem with tinkerers and transmuters that have a low adventure level, as mine are 36 and 33, respectively?  I really don't want to waste powders if the skill increase rate is bugged on them as well.</p>

Calthine 11-27-2007 06:36 PM

<cite>Crashhn wrote:</cite><blockquote><p>Has anyone had the same skill increase rate problem with tinkerers and transmuters that have a low adventure level, as mine are 36 and 33, respectively?  I really don't want to waste powders if the skill increase rate is bugged on them as well. </p></blockquote>It doesn't seem to be level based. The tough bit here is it's not a universal bug.  Easy to duplicate if you try enough crafters, but in this thread we're having a hard time seeing the pattern.  We need more data.  Someone suggested adding race to the data people are posting.

Snowlywhite 11-27-2007 06:53 PM

as an adventure lvl. 9, skill... 160 or so transmuter(droped transmuting for tinkering on my main and moved it on some crafting alt 1 week ago - so, after rok) I can tell you that both tinkering(which I lvled. on my main in the last week) and transmuting(on my low lvl. alt) work correctly.There are times when you're unlucky and you can make 5-6 even recipes without lvl. up, but on the average(and I remember how it went since I lvled transmuting before on my main) it works in parameters.

Crashhn 11-27-2007 10:26 PM

<p>The characters I've leveled so far are few, but I'll list them.</p><p>Woodworker - Male Kerra (21 Mystic) leveled from 49 to 50 with 0 skill increase - 0/5 points total</p><p>Alchemist - Male Ratonga (20 Wizard) leveled from 49 to nearly 51 with 0 skill increase - 0/5 points total</p><p>Armorsmith - Female Half Elf (17 Ranger) leveled from 40 to 41.5 with 1 skill increase - 1/5 points total</p><p>I know this is very little data, but I'll update it as I do more until the issue is resolved.  Right now I need to harvest a lot more ore to work on.</p>

Pitje 11-28-2007 02:58 AM

<p>Crafting reminds me of doing tinkeringrecipies atm. (SkillUp at the end of the circle)</p><p>Maybe something went wrong there /mixed in some ways?</p><p>Seems only crafters between lvl 10 to 70 got this kind of probs. My provisioner lvl 71  no probs (365/365, took about 3 or 4 recipies for 5 points), my tailor lvl 19 now has 53/95 skillpoint in tailoring.</p>

denmom 11-28-2007 09:44 AM

Been working on my 70+ crafters...Sage: Half-Elf L21 Fury (retired for 2 yrs), L74 (dinged today), 356 skill, 2 skill ups today, first since L71, no racials for craftingProvisioner: Human L25 Fury (retired for 2 yrs), L75 (dinged today), 363 skill, no skill ups lately, has the racial DiversityAlchemist: Ratonga L32 Paladin (active), L73, 355 skill, no skill ups lately, no racial for craftingTailor: Human L23 Warden (retired for 2 yrs), L74, 360 skill, no skill up lately, racials Diversity and the one for TailoringJeweler: Half-Elf L18 Warden (retired for 2 yrs), L73, 353 skill, no skill ups lately, no racials for craftingAll current as of today.

Jesdyr 11-28-2007 11:21 AM

this morning I did a few writs with my Carp  (was 73 finished at 74) and the 3 skills gains I did get were all on completion of the item. It is almost like the skills are acting like 2ndary tradeskills where you have a random chance of skillup on completion of the combine.

Calthine 11-28-2007 01:06 PM

<cite>[email protected] wrote:</cite><blockquote>this morning I did a few writs with my Carp  (was 73 finished at 74) and the 3 skills gains I did get were all on completion of the item. It is almost like the skills are acting like 2ndary tradeskills where you have a random chance of skillup on completion of the combine. </blockquote>That's what I'm seeing on my WS. 

Pitje 11-28-2007 03:51 PM

<p>Today i worked with my outfitter to reach Lvl 20.</p><p>When Lvlup came i went to the Tradeskilltrainer outside the instance.</p><p>I decided to be a tailor. </p><p>When the decision was made, i looked at my Tradeskills.</p><p>Both, metallworking and the other metal-skill got up to 99/99 skillpoints.</p><p>Only Tailoring stayed at 54/100.</p><p>My last hope to get a higher tailoringskill got smashed.</p><p>Thing I'll stop working with my lower Craftchars until this problem is solved. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />" width="15" height="15" /></p>

Calthine 11-28-2007 05:53 PM

From Domino's <a href="http://forums.station.sony.com/eq2/posts/list.m?&topic_id=377234" rel="nofollow" target="_blank">Stickied State of the Tradeskills thread:</a><i><b>"<span class="postbody">Rothgar has tracked down and fixed this gremlin, still to be confirmed if it can hotfix in before GU41 (if not, GU41)"</span></b></i>


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