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-   -   TS wish list for the next dev? (https://archive.eq2wire.com//showthread.php?t=359458)

MadTexan3 04-30-2007 05:05 AM

<p>What do you all think about putting together our wish list for the next TS dev?</p>

Jerr 04-30-2007 08:53 AM

<p>My wish would be to get a tradeskill Dev.</p><p>How many months are gonna go by until we do?</p>

Calthine 04-30-2007 12:25 PM

<cite>Jerril wrote:</cite><blockquote><p>My wish would be to get a tradeskill Dev.How</p><p> many months are gonna go by until we do?</p></blockquote> In a hurry?  LOL.  I want them to find the right person, get them trained, and give them time to develop a sound plan for the future.  I don't want them to just throw someone in, say "there ya go!" and walk away.  There's nothing so massively broken about tradeskills that we gotta have someone right this instant or the world will collapse.  (/puts on her flame-proof armor) At the Community Summit in February Brenlo told me we would get another Tradeskill Dev, and that he had no ETA.  In the meantime, Ilucide has positively rocked taking care of us.

Deson 05-01-2007 12:36 AM

<cite>Calthine wrote:</cite><blockquote><cite>Jerril wrote:</cite><blockquote><p>My wish would be to get a tradeskill Dev.How</p><p> many months are gonna go by until we do?</p></blockquote> In a hurry?  LOL.  I want them to find the right person, get them trained, and give them time to develop a sound plan for the future.  I don't want them to just throw someone in, say "there ya go!" and walk away.  There's nothing so massively broken about tradeskills that we gotta have someone right this instant or the world will collapse.  (/puts on her flame-proof armor) At the Community Summit in February Brenlo told me we would get another Tradeskill Dev, and that he had no ETA.  In the meantime, Ilucide has positively rocked taking care of us. </blockquote>What she said. While I have my issues with Trades as a whole and do certainly think they need some serious work, Ilucide has done a solid job and overall TS is stable and better than it has been in some time. There is no need to rush giving us a TS dev at this point...though it shouldn't take another year. My wishes for this post are general since there is a wealth of very specific ideas on this and the old forums to draw from: <ul><li>Tell us what you want, how you see crafting. Check the old SOE forums for what Frizznik posted for an idea of what we are lookign for. No specifics, nothing binding, just a post saying what you hope for and how you see crafting in this game. Communication goes farther here than likely anywhere else in the game. </li></ul><ul><li>Make the process itself more involved and challenging</li></ul><ul><li>Make crafting a genuine sphere beyond just leveling grinding;make crafting rewarding to itself as adventuring is</li></ul><ul><li>When adding in integrated content, make sure there is a reason for the crafter to actually be there. That is to say, no escort quests; the crafter must actually contribute to a process beyond what they could do back in the safety of the city. Lore itself is not enough of a reason to drag crafters out of the city. Their actions should be more involved than just being there.</li></ul>And this is my general warning to the person who takes the job- Understand you are taking over what is widely believed to be a neglected aspect of the game. Many of your players in this realm have been waiting for content for over 2 years now and are increasingly frustrated at what they see as a total waste of this games vast potential for genuinely involved crafting. What you add as far as content, and that does not include levels and mechanics, will all have to come from scratch since the game lacks such but, you don't have the luxury of a beta honeymoon to work with. Your critics will be harsh and not entirely fair- ignore them, but take what good points they raise and move with them. You're dealing with a fairly jaded group so you're going to have to let your work speak for you far more than any words before some of those arguments have a shot at being truly productive.It won't all be that bad though and some of your players-Calthine being the most shining example(though I still disagree with her on some core points)-are a wealth of information and a solid gauge on your performance. Above all though, NERF SAGES! You'll probably get more mileage out of that single move than anything else suggested on this forum.

Graywindnz 05-01-2007 02:27 AM

<p>I have an idea, or 2</p><p>Have a Trade skill AA tree that has things like improved trade skills and things like a trade skill "stance"</p><p>1 stance gives improved speed while crafting sacrificing durability for progress.</p><p>1 stance gives improved durability while sacrificing progress </p><p>Have AAs in to TS skills to reduce timers.</p><p>New skills to allow a higher crit chance and improved chance to find a rare.</p><p>How about an aa line that allows you to imbue an item while building it. </p><p>The ability to enchant items, similar to adornments but can only be done at the build.</p>

Looker1010 05-01-2007 04:30 AM

<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><div align="justify"> You got that almost right. We need a tradeskill developer - <u>one who actually tradeskills</u>. Not just someone standing by and occasionally watching us down in the dungeon but someone who harvests and crafts. Until we have an active crafter leading the tradeskill section things will not get better. Hats off to you Illucide. You've done a fine job trying to correct some of the more blatant crafting problems.</div>

MadTexan3 05-02-2007 05:01 AM

<p>1) The items that were removed from the lower tiers put back so that there's no odd progression (such as thefighting batons disappearing from T2 yet still existing in T3+, bracelets only being craftable in T3+, etc.).</p><p>2) Complete sets of armor where such were added to a tier for targetted use by certain classes. For example, I'd like to see a complete Dexterous set of T2 leather instead of just a few pieces.</p><p>3) Furniture issues:</p><p>3a) No piece of furniture should look the same as another piece with a different name.</p><p>3b) Rare furniture in all tiers should <i>look</i> rare and that's it's worth using the rare on, and in far too many cases rare furniture is the most unattractive in the tier.</p><p>3c) Non-rare counters and in a lower tier--it's crazy that something as simple as a shop counter can only be crafted in T6 and takes a rare to do it.</p><p>4) Advanced filters for recipe books so that you could, if you chose, create a list that contains only T2 DW piercing weapons, for example.</p><p>5) Have the option to set recipe filters for use by a particular character only, so that your carpenter doesn't have to wade through all your armorer's carefully prepared filters to find his own.</p>

Liyle 05-02-2007 12:24 PM

Well, since we're reaching for our flame-proof armor: personally I'd like to see a return to the original system of interdependency and subcomponents. Grinding levels on final products is bad news. :flameproof = ON; Since that isn't going to happen, my wish is a generalized one. I wish that the relationship between the market and the crafters was higher in the development priority. In my experience, adventurers don't care specifically *what* they sell on the broker as long as they get the coin to buy <whatever> so they can get back to fighting. Crafters on the other hand place high value on selling *the things they make*. They get off on seeing players running around with items that have their name on them. This is a big part of the game for them... having a shop and customers, all that kind of thing. Now I'm not talking about folks who TS just so they can get "free" armor for themselves, I'm talking about self-identified craftspeople. There are a couple of things that I think might help. <ul><li>Reduce the drop rates for items that compete directly with crafted and balance the stats so that crafted is attractive for various levels of players. Increase the coin drop rate to compensate adventurers for the loss. After all, if they don't have money they can't buy our stuff.</li></ul> <ul><li>IMHO all quested gear should be No Trade. I think it devalues questing if you can just go out and buy the thing in the first place. Again, adjust the reward value of quests to compensate.</li></ul> <ul><li>Shift xp from grinding "real" products to WO's.  Xp should fall off dramatically for all but the "discovery" combine encouraging subsequent iterations for sales purposes only. This should help market glut for common crafted items.</li></ul> <ul><li>Re-examine housing to find ways to make owning furniture a more integrated part of the game. Most housing as it stands now is relegated to warehouse status. Personally I never go to a major town to buy anything if I can avoid it. Sellers' inn rooms/houses are hard to find and all the zone hopping takes a lot of time (and half the time I've forgotten their name by the time I finally get there.) Houses in the burbs, a bank in SQ are issues that have been around since launch. Some creative thinking needs to happen to bring towns to life. Wouldn't mind seeing some homesteading in Thundermist and other villages throughout the world.</li></ul> <ul><li>Nothing available from an NPC vendor should be equal to or better than player-made. Ever. Not even consumables like food and ammo.</li></ul>

Calthine 05-02-2007 05:09 PM

<ul><li>Tradeskill Arts needs a pass.  They don't necessarily need to be identical between classes, but there's some huge disparity.  Similarly, event effects need a pass.  Why don't provisioners ever take damage, for example?</li><li>I still maintain that Mastercrafted got tuned down too far.  Okay, maybe it won't ever be equal to Legendary, but no way should it be the same or worse than common Treasured!</li></ul>

Nuhus 05-02-2007 06:36 PM

<p>Common recipes worth a little more than vendor trash</p><p>/tsanon so I can choose not to get bugged for crafting stuff (broker all the way baby!) but yet show my adventure info</p><p> A 'market area' yeah yeah whatever. </p><p> Crafting titles</p><p> Additional content for crafters</p>

CoLD MeTaL 05-02-2007 06:47 PM

<p>Fix T6 harvesting.</p><p>pretty please.</p><p>with sugar on top</p><p>please</p>

Snowdonia 05-02-2007 08:54 PM

<ul><li>Craft specific collections that give rare recipes as a reward and crafting XP. Recipes would be LORE but not No Trade.</li><li>Compartmentalizing node distribution - IE only ore/stone nodes should spawn along and around rocks and rocky areas, only organics should spawn in vegitated areas (I personally prefer the way KoS has its node distribution set up and feel it should be this way everywhere else as well)</li><li>More house items Carpenters can make to add to the make-up of the house itself - IE windows, floor tiles, draperies, walls, stairs, etc etc </li><li>More armor sets with varying stat combinations - IE a leather sta/int/wis set, leather str/int/wis, leather str/agi/wis, plate str/agi/wis, plate str/int/wis, plate str/agi/int, all armor types with high resists w/low(no) stats (ala resist jewelry), etc etc</li><li>More Jewelry sets with the self same stat differences as above - IE a set with str/agi/wis, str/int/wis, str/agi/int, sta/agi/int, and sta/agi/wis, 2 stats only, 1 stat only, etc </li><li>ATM, nothing is really done to make one armor piece/weapon/jewelry different from another - even though their stats are different they use the EXACT same materials; I'd like to see an X factor(s) added to recipes to give it its reason for resulting in the item it does. Maybe once again give a use for all those various bloods that still drop?</li><li>Uniformity in the crafting abilities... A level 10 ability should NOT be better to use than a level 50 ability (higher + to progress/durability). ATM for many schools the crafting abilities do not follow a sense of logic in progression.</li><li>Not necessarily crafting related but.... Have AMMO type deligate what weapon type is shown when using a ranged weapon other than bow - It's silly to have daggers in your ammo sack only for the graphic when using your ranged weapon to be a hammer.</li></ul> I'm sure there are more I can think of but that's good for a start. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

iamkung76 05-03-2007 08:02 PM

I would love to see you get rare tradeskill reactions when crafting adornments....  Then the give you the rare of the next tier.  I.E. If you crafting a legendary item you get fabled etc...

Jerr 05-04-2007 08:07 AM

<p>I would like the armor to be equipable at the beginning of each tier.</p><p>My SK goes to TS with level 12 armor at level 20 but has to wait two more levels for the tier 3 armor.  I'm fighting tier 3 mobs but don't get to use tier 3 armor till level 22.  Please make the armor equipable at level 20,30,40....</p><p>Loved subs so much more than the current system--just sad LU#24 ever happened.</p><p>Give us back some subs-not much-but something to make the process somewhat realistic instead of throwing a rock and some wood in a pot and out pops a spell.  Plus would help with the poor crafters who only get 2 per level.</p><p>Let me make something I am proud of.  Maybe each crafter when topping out at 70 gets an AA buildup and when they reach a certain level they get to craft a superior weapon/armor/something that distinguishes them from the rest.  A one time shot at a superior product.  Something that will be in game from then on with our name on it.</p><p>Have a zillion more ideas but am on boss watch.</p>

Rijacki 05-04-2007 12:04 PM

- Consistancy in fuel use.  Currently the -common- potions and poisons use 5 fuel for all tiers and the rare use 4.  In addition, the number of fuels per tier should vary.  For example, in T1, it looks mighty odd that a tin sword takes only 1 coal but lesser hemotoxin takes 5 candles.  I do not know if any other class is hit with this oddity, as far as I know, it's only alchemy. - Return the "lost" recipes and/or fill in the product lines for all the tiers.  It's not "progression" for the crafter, it's crippling the adventurer by not allowing him to use what he can later. - Add crafting content!  There should be crafting rewards (like special recipes) that come from crafting and not just and only from adventuring.  Add crafting quests that involve -crafting- in their steps (not just or only "Fed-ex" delivery runs). - Add some way to see how an item actually looks without putting it on/equipping it or placing it in your home.  Have the examine window show a picture of the item, for example. - Add in the ability for tailors and armorers to choose a colour while making armor.  It can be a set range of colours for that particular armor, but allow them (and only them) to be able to have that difference. - Have No Trade drop items (from raids or instances) that can be used as is or used as a component in a recipe to make them usable by other classes. - Make common crafted truly a -choice- between it an treasured and not so paultry in comparison to easy to get treasured. - Make rare crafted truly better than treasured (it can still be not as good as legendary). - Return the varying levels of crafted items based on the quality they're made to.  Long ago, pristine and "normal" was equipable at x0 with shaped and crude equippable at x9 and x8 of the previous tier. - Add special recipes that require crafters to work together to create a better product (legendary or better).

Axelia 05-06-2007 01:35 PM

<p>I don't know if many would agree on this but.</p><p> Once a tradskiller reaches level 50 they should be able to salvage with a chance to salvage a rare.</p><p> Multipule rare combines that make items as good as fabled.</p><p> Extreame rares and recipies  that drop off raid level mobs</p><p> IMO tradeskilling should be the top line stuff like another game I play. The quality of tradeskill combines here starts to take a nose dive after 50.</p>

Crinaeae 05-07-2007 01:36 PM

There are a ton of good ideas here.  Please devs.  look at these and see what your crafters are looking for.

Raveller 05-07-2007 08:17 PM

<p>Race specific armor and weapons.</p><ul><li>No new graphics needed, go ahead and recycle existing ones. But the items should only be equipable by one specific race and should have custom tuned stats.</li></ul><p>Race specific recipes for each crafting profession.</p><ul><li>Would be nice if there were items that only, for example, a Kerran could craft.</li></ul>

Raveller 05-07-2007 08:19 PM

<cite>Jerril wrote:</cite><blockquote><p>I would like the armor to be equipable at the beginning of each tier.</p><p>My SK goes to TS with level 12 armor at level 20 but has to wait two more levels for the tier 3 armor.  I'm fighting tier 3 mobs but don't get to use tier 3 armor till level 22.  Please make the armor equipable at level 20,30,40....</p><p>Loved subs so much more than the current system--just sad LU#24 ever happened.</p><p>Give us back some subs-not much-but something to make the process somewhat realistic instead of throwing a rock and some wood in a pot and out pops a spell.  Plus would help with the poor crafters who only get 2 per level.</p><p>Let me make something I am proud of.  Maybe each crafter when topping out at 70 gets an AA buildup and when they reach a certain level they get to craft a superior weapon/armor/something that distinguishes them from the rest.  A one time shot at a superior product.  Something that will be in game from then on with our name on it.</p><p>Have a zillion more ideas but am on boss watch.</p></blockquote>Subs sucked. No two ways about that. The pre-LU24 sub system was no more 'realistic' than the post-LU24 no sub system. You're delusional.

Raveller 05-07-2007 08:22 PM

Nolus@Antonia Bayle wrote: <blockquote><p> A 'market area' yeah yeah whatever. </p></blockquote> Ever been to the bazaar in EQ1? Just say NO to a 'market area'.

Domino 05-08-2007 10:42 PM

<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" />

Snowdonia 05-08-2007 10:45 PM

<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>WOOT! We've got a Dev! <b>WE'VE GOT A DEV!</b> And it's a woman (I hope <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />, nothing against you guys but women seem to lean more toward the crafting end of things and don't go through revamping things with a hacksaw(from previous experience in another game))! Weeeeeeeeeeeeeee /doestherobot

Tyndaleon 05-08-2007 10:55 PM

CoLD MeTaL wrote: <blockquote><p>Fix T6 harvesting.</p><p>pretty please.</p><p>with sugar on top</p><p>please</p></blockquote> Boy, do I ever second that one!! <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" />

Tyndaleon 05-08-2007 10:57 PM

Oh, and welcome Domino! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

Domino 05-08-2007 11:02 PM

CoLD MeTaL wrote: <blockquote><p>Fix T6 harvesting.</p><p>pretty please.</p><p>with sugar on top</p><p>please</p></blockquote>There are definitely some things about T6 harvesting I've found annoying, however, if you could be as specific as possible about what you dislike and what you think constitutes a "fix" then it will be easier for me to consider solutions.  The more specific you can be, the better.  I'd hate to spend 4 hours reallocating all the ore nodes in Sinking Sands, only to find out that you were really annoyed by the lack of roots in Lesser Faydark, for example.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Edit: in this particular example it isn't actually the tradeskill dev who populates the zone with harvestables, I believe the person who designed the zone is the one who's done that.  So node location peeves might actually belong in the Zones and Population forums, although they do seem closely tradeskill related.  However, feel free to include them here also as I may be able to track down the relevant persons and ensure they're aware of the requests.

Deson 05-08-2007 11:09 PM

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.

FoxRiverRanger 05-08-2007 11:17 PM

<p>I am often of strong opinion,occasionally vocal; and so for fear of scaring you off I will only say: <span style="font-size: small"> </span></p><p><span style="font-size: small">Welcome.</span></p><p><span style="font-size: xx-small">(And please remember crafters are a class not a secondary skill)</span></p>

Jenarie 05-08-2007 11:59 PM

I think that just like you can change your secondary tradeskill, you should be able to change your mind on your primary tradeskill.  In this game you can reset your AA and respec the choices you made as you leveled but you can't learn a new trade? I'd like to see it possible with a minor cost -  maybe 10g or so - but every tradeskill ability would reset to 1 and you'd have to level up just like you'd never done it before at all.  There shouldn't be any advantage for having already been a level 70 (or whatever) before starting out.  It would help the people who feel like they made the "wrong" choice and want to try another not be stuck on thier main with no choice. Personally I wouldn't switch.  But I think it should be an option for those who aren't happy.

xOnaton1 05-09-2007 01:06 AM

Hellos and welcome! "101 uses for canine saliva?" Uh oh, don't let her cook for you! Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere

Catsy 05-09-2007 01:20 AM

My biggest wish for TS improvements: Please, please, please, please, please--iterate that however many times you feel appropriate--remove the mechanic that refuses to let you use a "lower tier" buff when a "higher tier" buff is already running. This makes some sense for adventure spells, since you don't want a lesser spell to overwrite a better one. But it makes zero sense for tradeskill buffs, which don't progress from worse to better the same way adventure spells do. Each new tier of TS buffs you get alternate between buffing progress or buffing durability. As a 70 provisioner, for example, my progress buffs are my most recent ones, while my durability buffs are a lower tier. If I'm losing durability on an item and want to switch to buffing that rather than progress, I have to endure that infuriating and useless message that tells me the game just ignored what I told it I wanted to do. The game thinks that me wanting to use a lower-tier buff is a mistake, but it is an everyday function of crafting strategy. The game should never be second-guessing what buff I choose to use. A checkbox in the tradeskill abilities section of my spellbook for "only show abilities related to my primary tradeskill" or some such would be nice, so I don't have to wade through a hundred different buffs that aren't usable by me after level 10. Oh, and welcome! :>


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