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Unread 07-31-2007, 02:56 PM   #1
Tayros

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Are you kidding me? Wasn't this sold as an equalizing measure, that sages wouldn't notice a difference in their leveling but other crafters would? I took a difficult writ, equal to my level, made 12 items 5 levels below me and got.... 7% exp over the crafting exp!!! Whee!!! Add a zero to make this an equalizer... I could've done the grind on 12 equal level items and made more exp with the same resources and time commitment. Nice try, but honestly I'm very disappointed. SMILEY
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Unread 07-31-2007, 03:09 PM   #2
Condar Tarsonia

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Hmm, maybe I'm missing something, so my apologies if I sound ignorant here SMILEY

These are tradeskill writs, correct?  The purpose of a writ is to earn status, both for yourself and for your guild.  So lets compare this to adventure writs...

Adventure writs - 0 XP bonus, 0 extra coin gain, status earned for guild and self

Tradeskill writs - XP bonus, additional coin gain, status earned for guild and self

As it stands, it seems pretty good to me.  I could argue that adventure writs need tweaking because I get NO coin, and I'm killing enemies that are 'below me' (doing the 'standard four' at 70) and I could do better by going and killing other heroics for XP and loot.

While I haven't tried the writs myself, it seems like this is a huge plus.  Granted, maybe you could have earned the same amount of XP doing even-con items, but you made items easier, made extra coin, and about the same if not more XP.  So what's the issue? SMILEY

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Unread 07-31-2007, 03:28 PM   #3
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7% comes close to doubling the experience you get for doing the whole writ.  Sounds good to me!
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Unread 07-31-2007, 03:39 PM   #4
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Condar Tarsonia wrote:

Hmm, maybe I'm missing something, so my apologies if I sound ignorant here SMILEY

These are tradeskill writs, correct?  The purpose of a writ is to earn status, both for yourself and for your guild.  So lets compare this to adventure writs...

Adventure writs - 0 XP bonus, 0 extra coin gain, status earned for guild and self

Tradeskill writs - XP bonus, additional coin gain, status earned for guild and self

As it stands, it seems pretty good to me.  I could argue that adventure writs need tweaking because I get NO coin, and I'm killing enemies that are 'below me' (doing the 'standard four' at 70) and I could do better by going and killing other heroics for XP and loot.

While I haven't tried the writs myself, it seems like this is a huge plus.  Granted, maybe you could have earned the same amount of XP doing even-con items, but you made items easier, made extra coin, and about the same if not more XP.  So what's the issue? SMILEY

the difference is, doing a ts writ has no other 'external' rewards.  While doing the adventure writs in the bone mire, I can gather shinys, get a chance at loot drops, have even gotten master books while doing the writ and I don't have to spend an hour to get ready to do them (ie, harvest).  The rewards are built into the concept of adventurering, those same rewards have to be externally built into the crafting writs.

7% doesn't sound too bad to me, I'll have to see though.

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Unread 07-31-2007, 04:09 PM   #5
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Tayros@Antonia Bayle wrote:
Are you kidding me? Wasn't this sold as an equalizing measure, that sages wouldn't notice a difference in their leveling but other crafters would? I took a difficult writ, equal to my level, made 12 items 5 levels below me and got.... 7% exp over the crafting exp!!! Whee!!! Add a zero to make this an equalizer... I could've done the grind on 12 equal level items and made more exp with the same resources and time commitment. Nice try, but honestly I'm very disappointed. SMILEY
honestly, then make a sage and quit your whining....
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Unread 07-31-2007, 04:15 PM   #6
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Although I understand the perspective of those who think 7% is better than nothing, I think the OP's point is being lost. The claim is that most TS writs (except the #0 ones when you do them at the #0 level) require us to make many items that are a level or more below your current level. Consider a hypothetical L53 character. If my L53 woodworker grinds out 12 L53 items, she used to get more experience than if she instead made the 12 items required for a L50 writ.

The OP seems to think that if I do the L50 writ, I should come out noticeably ahead of just grinding out 12 level 53 items.  Since that difference works out in the OP's mind to be quite close to 7%, then 7% is insufficient incentive to work on writs as opposed to grinding items at our max level. 

Although I don't think the OP's math is correct, I believe the point is that the bonus experience for completing the writ should be noticeably more than the experience for simply grinding items at our own max tradeskill level. Some of the responses don't appear to be addressing that contention, so I'm trying to clear it up. I am NOT saying that I agree with the OP's position. In fact, I do tradeskill writs primarily for status, so any extra XP is fine and dandy with me. I just want to make sure folks are talking about the same thing.

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Unread 07-31-2007, 04:19 PM   #7
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Raston, while I understand the points you bring up, I think the part where you mention "The rewards are built into the concept of adventurering" is key.  All of those 'extra' rewards are a part of the normal adventuring process, not specific to writs.  Granted, I've found a Master I myself on a root horror, but found many, many more not doing writs.  The chance is there, yes, but I don't consider that chance to be comparative to anything in crafting.  It's a risk vs. reward issue, which seems to me the reason adventuring is (and should be) more rewarding in that sense ('extra rewards' as you called them).

With that said, the fact I'm earning extra XP and coin, in addition to status for the guild, seems to make these tradeskill writs extremely useful, and a benefit to crafters - not something to complain about.  That was the primary concern I was trying to address in my post, but I appreciate your points! SMILEY

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Unread 07-31-2007, 04:21 PM   #8
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Well, it's more than we were getting than before.  We've essentially got two options for when we grind--writs vs straight grind.  If you go writs, you get status in lieu of keeping/selling your items.  You get a bit of an xp boost which offsets some of the easier items you had to make.  If you straight grind, you can sell what you make.  As a provisioner in my 50s, even 'crap items' (low tier) are selling well so I still prefer the latter approach. I was hoping to use this new system to take the edge off the grind.  It's gotten so bad that I don't try to produce 2 food items any more.  I've gone back to my ways from my very old DAOC days where I push a button to start the process, read a book, and blindly press the key again when I get the audio queue that it's done.   Yeah, I don't make as much profit as I could.  But dang it's boring mashing keys.
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Unread 07-31-2007, 04:23 PM   #9
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dartie, I understand what you and the OP are saying - why not more of an XP bonus?  Yes, maybe you'll get the same XP (or even a little less) by doing 'easier' items.  You could potentially get more by doing even-con recipes, without the writ.

By doing that, however, you get no other benefits - your money back and a little bit more experience.  The writs provide extra coin and status, and now an XP bonus for completion.  Should the XP bonus be more?  Maybe, I haven't been able to login yet and try it myself.  I think a better solution may be to offer greater 'selections' of writs (one every 2 or 3 levels, so that you can make items closer to your level and still get the bonus).

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Unread 07-31-2007, 04:27 PM   #10
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I am not understanding the OPs point, you get the XP for making the 12 items, plus 7% for completing the writ. That is 7% more then if you just did the same 12 items without doing the writ.

Seems like that is 7% more XP per writ then you got before when doing writs.

Now if you are complaining you are not getting as much XP per combine on a writ because the combines are blue, I can see the point, but then you are not getting the extra cash and status from making the highest level combines you can when not doing writs.

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Unread 07-31-2007, 04:33 PM   #11
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Jardon, I believe that is what he is saying.  Typically TS writs are not for even con items, even the hardest ones, will start several levels below you and typically work up a level until they reach the level of the writ (at least for armorer ones they do)
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Unread 07-31-2007, 04:41 PM   #12
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Tayros@Antonia Bayle wrote:
Are you kidding me? Wasn't this sold as an equalizing measure, that sages wouldn't notice a difference in their leveling but other crafters would? I took a difficult writ, equal to my level, made 12 items 5 levels below me and got.... 7% exp over the crafting exp!!! Whee!!! Add a zero to make this an equalizer... I could've done the grind on 12 equal level items and made more exp with the same resources and time commitment. Nice try, but honestly I'm very disappointed. SMILEY

What was your level? Does anyone know if the exp bonus is larger/smaller in T7 than it is in T4 for example? If it's a 7% bonus in T7 then wow, you've just cut the raw usage to grind the rest of a level after Pristines on my 62 Tailor almost in half!!! Highest available (60 hard) Writ at 62 (Still white recipes) gives somewhere between 7-8% exp making the 6 items. Tack on a 7% bonus for completion and you're saving me hours of harvesting.

SMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEY

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Unread 07-31-2007, 04:43 PM   #13
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not sure Illmarr, to be honest, I logged in just long enough at lunch to look at the changes to my paladin abilities and came back to work SMILEY
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Unread 07-31-2007, 04:47 PM   #14
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I've not yet got around to trying them with my character who isn't maxed trade yet, so I am not sure of exact percentages and what not yet. However, doesn't it make sense that the 'easy' tradeskill writ (aka the non rush order) one will yield less benefit in xp than doing a rush order?

If I'm not mistaken Domino said both types of writs would give the same xp percentage. If you want to level more efficiently with writs, then you do the rush writs, which involve fewer combines for the same % xp for completion.

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Unread 07-31-2007, 04:50 PM   #15
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Condar Tarsonia wrote:

Hmm, maybe I'm missing something, so my apologies if I sound ignorant here SMILEY

These are tradeskill writs, correct?  The purpose of a writ is to earn status, both for yourself and for your guild.  So lets compare this to adventure writs...

Adventure writs - 0 XP bonus, 0 extra coin gain, status earned for guild and self

Tradeskill writs - XP bonus, additional coin gain, status earned for guild and self

As it stands, it seems pretty good to me.  I could argue that adventure writs need tweaking because I get NO coin, and I'm killing enemies that are 'below me' (doing the 'standard four' at 70) and I could do better by going and killing other heroics for XP and loot.

While I haven't tried the writs myself, it seems like this is a huge plus.  Granted, maybe you could have earned the same amount of XP doing even-con items, but you made items easier, made extra coin, and about the same if not more XP.  So what's the issue? SMILEY

That's actually a good idea; compare adventuring writs to TS writs...as they were before the change

Adventurer:

You get the full amount of XP per mob.

Tradeskilling:

You get XP bonus for making the first pristine item. All after that are less XP.

If both people have 100% vitality and are earning double XP, the Adventurer earns more XP per kill than the tradeskiller does per Item (after the first pristine is created)

XP Advantage - Adventurer

In Adventuring writs, you get a choice between solo and heroic

In Tradeskilling writs, you get a choice between normal, and rush job

(note: not mentioning the lower level or lower quality writs)

Adventurers choosing Heroic will earn more XP per mob than the Tradeskiller will if doing a rush job because you likely get no "first time pristine" bonus.

Adventurers doing heroic writs will earn more status than a tradeskiller (IIRC comparing highest level sage writ to writ for basilisks in Bonemire. I think both writs con blue to me, and award about 20 more status on the Adv side)

Adventurers killing 12 basilisks can do so FAR faster than a tradeskiller making 4 copies of 3 Items. I can pull 5 or 6 basilisks at a pop so it takes like 6 minutes per basilisk writ compared to 12 or so for Rush Orders

Advantage - Adventurer

In solo Adventurer writs:

Each solo mob you kill has x% chance to drop a body loot

Each solo mob you kill has x% chance to drop a small chest, a treasured, ornate, or exquisite chest

In heroic Adventurer writs:

Each heroic mob you kill has x+Y% chance to drop a body loot

Each heroic mob you kill has x+Y% chance to drop a small chest, a treasured, ornate, or exquisite chest

Now let's take the premis above and completely disregard it, k?.

Let's say, for example, you kill those basilisks in the bonemire for the writ. There's what? like 12 to kill? If only 4 body drops occur and you don't die doing the writ, you'll earn about 4-5G per writ.  You've expended nothing more than food & drink (same as the crafter)

Crafters receive the cost of the fuels (and a small pittance after each step is completed, that only equals the payout for an adventurer writ where no chest dropped...just body drops)

Advantage - Adventurer

Tradeskillers end up working longer than Adventurers on same type writ. (non rush and rush job)

FoI is now far more rare than it used to be so crafter's chance of getting a rare has diminished to the point that there's far less chance of getting a rare combine than you adventurers getting a Treasured or better chest.

Case in point; My dirge ran to Zek to kill orcs for writ and on the first green down arrow solo mob he dropped a master chest with multiple items. Master Spell, Loam Pelt

Advantage - Adventurer

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Unread 07-31-2007, 05:09 PM   #16
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Thaych wrote:

That's actually a good idea; compare adventuring writs to TS writs...as they were before the change

Adventurer:

You get the full amount of XP per mob.

Tradeskilling:

You get XP bonus for making the first pristine item. All after that are less XP.

Check your Websters. A Bonus is a value added, not a baseline. The first has extra, all the rest are the norm.

If both people have 100% vitality and are earning double XP, the Adventurer earns more XP per kill than the tradeskiller does per Item (after the first pristine is created)

False. At 69 Carpenter, I get about .75% exp from making a level 65 Strongbox. When I was a 69 Guardian I did not get .75% exp for every Basilisk (level 67) I killed in Bonemire grinding writs

XP Advantage - Adventurer

In Adventuring writs, you get a choice between solo and heroic

In Tradeskilling writs, you get a choice between normal, and rush job

(note: not mentioning the lower level or lower quality writs)

Adventurers choosing Heroic will earn more XP per mob than the Tradeskiller will if doing a rush job because you likely get no "first time pristine" bonus.

Adventurers doing heroic writs will earn more status than a tradeskiller (IIRC comparing highest level sage writ to writ for basilisks in Bonemire. I think both writs con blue to me, and award about 20 more status on the Adv side)

Adventurers killing 12 basilisks can do so FAR faster than a tradeskiller making 4 copies of 3 Items. I can pull 5 or 6 basilisks at a pop so it takes like 6 minutes per basilisk writ compared to 12 or so for Rush Orders

Advantage - Adventurer

Writ stacking allows for greater status for time spent, true. For a baseline Adventurer (For the sake of discussion here, I exclude Druids and Wizards because they can cut their travel drastically where 20 classes can not) Say 5 minutes to run around Qeynos picking up your 2 Basilisk writs from the Mages and Guard and getting back to the docks of QH. Then bell to Nek. Zone to EL. Run to spires. Be generous and call it a 2 minute wait at the spires. You're now up to 8-9 minutes from start to zoning into Bonemire. Now kill your mobs. The Qeynos writs call for killing 20. Call it 15 minutes to finish it if no one else is killing them and you can just sweep through them . 23 minutes to get about 16900 status. I can do 3 69 hard timed writs in that time. I'll stipulate that porting classes will do much better, but do you want to compare the rank and file, or the 17% that are special? 

EDIT ADD: And no Adventurer is going to do Heroic writs as fast as non-heroic. It's a completely imappropriate comparison with regard to a difficult order. You get more status faster with difficult if you are capable of doing them. The reverse is true with Heroic writs unless you add other players to help you, which obviously grants far greater status rewards, but then voids the entire comparison by playing group vs. solo

In solo Adventurer writs:

Each solo mob you kill has x% chance to drop a body loot

Each solo mob you kill has x% chance to drop a small chest, a treasured, ornate, or exquisite chest

In heroic Adventurer writs:

Each solo mob you kill has x+Y% chance to drop a body loot

Each solo mob you kill has x+Y% chance to drop a small chest, a treasured, ornate, or exquisite chest

Now let's take the premis above and completely disregard it, k?.

Let's say, for example, you kill those basilisks in the bonemire for the writ. There's what? like 12 to kill? If only 4 body drops occur and you don't die doing the writ, you'll earn about 4-5G per writ.  You've expended nothing more than food & drink (same as the crafter)

Crafters receive the cost of the fuels (and a small pittance after each step is completed, that only equals the payout for an adventurer writ where no chest dropped...just body drops)

Advantage - Adventurer

Tradeskillers end up working longer than Adventurers on same type writ. (non rush and rush job)

FoI is now far more rare than it used to be so crafter's chance of getting a rare has diminished to the point that there's far less chance of getting a rare combine than you adventurers getting a Treasured or better chest.

Case in point; My dirge ran to Zek to kill orcs for writ and on the first green down arrow solo mob he dropped a master chest with multiple items. Master Spell, Loam Pelt

Advantage - Adventurer

You want to make your argument based on a sampling of 1 extremely lucky drop? Just checking.
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Unread 07-31-2007, 05:15 PM   #17
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to make one comment Illmarr, you do need to cover the time it takes to harvest in there (or the time it takes to make the money to buy them, either or) in the TS writs SMILEY

But I agree, I've always though TSing was easier and faster to level than adventuring, it just takes a whole lot more patience...

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Unread 07-31-2007, 05:22 PM   #18
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Thaych .. Umm .. There is way too much there that is just wrong. Illmarr pointed out some of it so .. I wont SMILEY I can earn much more "reward" SP from TS writs than I can doing kill writs in bonemire. HOWEVER, overall SP will be higher with the kill writs if I buy SP loot on the broker at "fair" prices and I factor in the money/time used to get harvested materials. here is the thing ... tradeskilling and adventuring should not be viewed as equal. Using adventure rewards as a basis for TS rewards is just stupid. The level of effort needed to get a character to Adv 70 is MUCH MUCH greater than getting ANY TS class to 70. Here Domino is giving people "more reason" to do TS writs and people are complaing ?!  .. I have always grinded on TS writs. I like getting the SP for my guild as well as the TS faction for titles. If you dont care about these things, DONT DO THE WRITs.
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Unread 07-31-2007, 05:45 PM   #19
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Jalathan@Lucan DLere wrote:

to make one comment Illmarr, you do need to cover the time it takes to harvest in there (or the time it takes to make the money to buy them, either or) in the TS writs SMILEY

But I agree, I've always though TSing was easier and faster to level than adventuring, it just takes a whole lot more patience...

Thanks, I did inadvertently leave that out and it should be figured in. I set aside blocks for harvesting while gaining back vitality so I forget that part since I have enough in a box for a couple of levels when I go to craft. But TS is definately easier to level than an Adventurer. Going to step away and take a deep breath now. *LOL*

And completely off-topic. I've already seen 4 threads that asked if things written in the patch notes went live. Don't sheep know how to read?

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Unread 07-31-2007, 08:03 PM   #20
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Thaych wrote:

That's actually a good idea; compare adventuring writs to TS writs...as they were before the change

Adventurer:

You get the full amount of XP per mob.

Tradeskilling:

You get XP bonus for making the first pristine item. All after that are less XP.

This is akin to the FIRST time you KILL a named mob and get a special XP and AA bonus for killing a NPC. Everytime you kill them after that you get normal xp and no aa. How about the FIRST time you explore a new zone and get bonus xp and aa?? Well, the FIRST time you make something in a pristine format you are essentially getting that "exploration" bonus. Since AA doesnt exist in crafting, it is crafting xp.

If both people have 100% vitality and are earning double XP, the Adventurer earns more XP per kill than the tradeskiller does per Item (after the first pristine is created)

You do realize that xp gained for mobs is SHARED among the group members right? The fact that you can kill faster and essentially earn more XP in shorter time is the offset to the fact you would getting all the XP but killing at a much slower rate.

XP Advantage - Adventurer

In Adventuring writs, you get a choice between solo and heroic (REALLY??? In over 300 writs for all 5 city factions including Ironforge I have yet to see any difference in the writs for adventuring other than the mobs, locations, level of mobs and number to kill. Those variables provide slight variations to the personal/guild status you receive and mob status de facto but never seen HEROIC as a desgination anywhere in the writs themselves. Can you please provide examples??)

In Tradeskilling writs, you get a choice between normal, and rush job

(note: not mentioning the lower level or lower quality writs)

Adventurers choosing Heroic will earn more XP per mob than the Tradeskiller will if doing a rush job because you likely get no "first time pristine" bonus. (You do,  of course realize that adventurer writs provide no xp bonus by themselves right, you are only getting the xp from the actual mob kills...All the writs I have seen require pristine products to complete the writ so you get that bonus anyway the first time you make the item)

Adventurers doing heroic writs will earn more status than a tradeskiller (IIRC comparing highest level sage writ to writ for basilisks in Bonemire. I think both writs con blue to me, and award about 20 more status on the Adv side)

Adventurers killing 12 basilisks can do so FAR faster than a tradeskiller making 4 copies of 3 Items. I can pull 5 or 6 basilisks at a pop so it takes like 6 minutes per basilisk writ compared to 12 or so for Rush Orders

Advantage - Adventurer

In solo Adventurer writs:

Each solo mob you kill has x% chance to drop a body loot

Each solo mob you kill has x% chance to drop a small chest, a treasured, ornate, or exquisite chest

In heroic Adventurer writs:

Each heroic mob you kill has x+Y% chance to drop a body loot

Each heroic mob you kill has x+Y% chance to drop a small chest, a treasured, ornate, or exquisite chest

Now let's take the premis above and completely disregard it, k?.

Let's say, for example, you kill those basilisks in the bonemire for the writ. There's what? like 12 to kill? If only 4 body drops occur and you don't die doing the writ, you'll earn about 4-5G per writ.  You've expended nothing more than food & drink (same as the crafter)

Crafters receive the cost of the fuels (and a small pittance after each step is completed, that only equals the payout for an adventurer writ where no chest dropped...just body drops)

 There is a little thing called Risk vs. Reward. How many crafters do you see transversing multiple zones to go KILL things and potentially being killed. I havent see a death occur at a crafting station in about forever. Enjoy the body drops, they are earned. In addition, there are rare events which occur in crafting which can provide back raws, fuel and in some cases a rare item. Not bad for the risk involved.

Advantage - Adventurer

Tradeskillers end up working longer than Adventurers on same type writ. (non rush and rush job) If we pickup our writs at the same time the crafter will be far ahead of you at the end of it. I walk upstairs and get my writ, downstairs and perform it. I never zone and dont travel, everything at my finger tips. Chances are I will be done with my rish order before you even get to KoS. Ever want to drop some plat on a wager for it, let me know.

FoI is now far more rare than it used to be so crafter's chance of getting a rare has diminished to the point that there's far less chance of getting a rare combine than you adventurers getting a Treasured or better chest. These seem to be getting more common but I wont argue the point they are rare enough as is. You get a far better chance of getting a rare from harvesting than crafting, that much is for sure. I never see crap loot from treasured chest though being sold consistently from 55g-1.2p /shrug

Case in point; My dirge ran to Zek to kill orcs for writ and on the first green down arrow solo mob he dropped a master chest with multiple items. Master Spell, Loam Pelt Now repeat that process and tell us how many orcs you kill to get another drop from that trash mob....luck of the RNG, nothing more

Advantage - Adventurer

I am not arguing that adventuring isnt more profitable, it is by far. More risk, more reward but seriously, lets at least compare apples to apples....
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Unread 07-31-2007, 08:30 PM   #21
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At 43, I think it was like a 5-6 ts point boost, that is major rather you realize it or not considering 1 pristien gives maybe 1-2 xp (depending on if you are double because of vitality or not) I was my under standing that this new change was to evenout the playing field between TS, by nerfing pristine and giving TS xp to writs.
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Unread 07-31-2007, 08:33 PM   #22
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You also get rewards from harvesting, how may mobs drop loot worth 50-60g? Plus your excess or whatever can be sold on the broker.
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Unread 07-31-2007, 09:17 PM   #23
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With my 67 WW today I was getting about 1.3 bubbles per writ just on the turn in, that does not include the exp I was getting for making the items.  At 67 with vitality I get around that much for just making the items.  So I was getting double what I would normally get...seems pretty good to me=)
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Unread 07-31-2007, 09:43 PM   #24
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I find this is a huge improvement, particularly since the quest xp does not reduce vitality. As someone mentioned already, doing the writs with xp halves the leveling time after pristine bonuses, which is considerable when you count harvesting, especially in t6 and t7. You can also go longer with the vitality you have (I never grind without). Usually you can do 2 levels and a bit a week in t6, now that's 3 and something! Thank you Domino!
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Unread 07-31-2007, 10:11 PM   #25
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If the purpose was to provide an exp bonus, and an incentive to do TS writs rather than ALWAYS adventure ones, then it may have succeeded in being "better than before" but if the intention was to provide an "equalizing" force against scholar levelling speed, then they failed miserably IMO.  Double, triple, or more bonus would have been needed.
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Unread 07-31-2007, 10:26 PM   #26
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I don't know how much equalizing this all does?  At T7 I think I get 15k+ for adv writs where 7.5k ish is the crafting SP addition.  I could be wrong.  I could care less or not... but prefer... exp bonuses for TS writs.  I'm doing them anyways and it doesn't seem like anyone is 'cancelling Christmas' around here.  EQ2 just gets better!  Complaints about new features aside, the exp bonus to TS writs means more Exp per 12 grind.  Man, at T7 and 5-6 writs after pristine combines per level... I get pretty [Removed for Content] burnt.  8ish crafters though.  Go figure.
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Unread 07-31-2007, 10:43 PM   #27
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Valdaglerion wrote:
honestly, then make a sage and quit your whining....
I have a Sage, doing very well, thanks. It's feedback like this that makes these boards asinine sometimes. My WHOLE point here was that I'm sick of the built-up expectations and then the let down. It is far from an equalizer. I'm comparing it to my Sage and the promised writ system as an equalizer falls very short of what was promised, much like your education.
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Unread 07-31-2007, 11:00 PM   #28
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What level are you? 7% at level 20 and 7% at level 65 for example would make a huge difference in presenting an argument. I'm thinking the XP scales so it will be lower as you go up in tiers, but I don't know as I haven't tested it out yet.

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Unread 07-31-2007, 11:00 PM   #29
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Tayros@Antonia Bayle wrote:
My WHOLE point here was that I'm sick of the built-up expectations and then the let down. It is far from an equalizer. I'm comparing it to my Sage and the promised writ system as an equalizer falls very short of what was promised, much like your education.
Sorry, it was never promised to be an equalizer.  Here's a quote from Domino from my GU 37 TS Preview article.  Italicized-boldface is my emphasis:  “Sages, who have far more recipes than any other class, already level extremely fast, and would not level any faster if they switched to nothing but writs – in fact it would be slower for them. On the other hand provisioners, who have the fewest recipes of all, will likely see a huge improvement if they choose to do writs more often. And the writs are, of course, optional. All this will do is give other classes the option of approaching sage leveling speed,” she pointed out. “Sages who have enough pristine bonuses to level on those alone will likely still find it faster to level that way, but now other classes can get a boost too. And even sages may find it worthwhile to do some writs instead to earn status and faction, especially now those artisans who are not in high level guilds have the ability to earn that fancy in-home crafting station from their tradeskill faction!” She never said it would make you level as fast as a sage.  Her example above indicates that it would still be slower then leveling a sage, but still an improvement.  People got their own expectations up.  Domino was straight-froward about it. 
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Unread 07-31-2007, 11:03 PM   #30
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Calthine wrote:
Tayros@Antonia Bayle wrote:
My WHOLE point here was that I'm sick of the built-up expectations and then the let down. It is far from an equalizer. I'm comparing it to my Sage and the promised writ system as an equalizer falls very short of what was promised, much like your education.
Sorry, it was never promised to be an equalizer.  Here's a quote from Domino from my GU 37 TS Preview article.  Italicized-boldface is my emphasis:  “Sages, who have far more recipes than any other class, already level extremely fast, and would not level any faster if they switched to nothing but writs – in fact it would be slower for them. On the other hand provisioners, who have the fewest recipes of all, will likely see a huge improvement if they choose to do writs more often. And the writs are, of course, optional. All this will do is give other classes the option of approaching sage leveling speed,” she pointed out. “Sages who have enough pristine bonuses to level on those alone will likely still find it faster to level that way, but now other classes can get a boost too. And even sages may find it worthwhile to do some writs instead to earn status and faction, especially now those artisans who are not in high level guilds have the ability to earn that fancy in-home crafting station from their tradeskill faction!” She never said it would make you level as fast as a sage.  Her example above indicates that it would still be slower then leveling a sage, but still an improvement.  People got their own expectations up.  Domino was straight-froward about it. 

Heh, I was trying to find that in the dev posts saw it on one of your posts, not dominoes. SMILEY

My woodworker does a ton of writs cause he might as well grind on something worthwhile, this will be a huge improvement I think.

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