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#1 |
Loremaster
Join Date: Apr 2007
Posts: 2,046
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Last update to add GU45 highlights - 13 MayWhat I'm doing this week instead of fixing your favorite pet peeve
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#2 |
Loremaster
Join Date: Jul 2005
Location: Oregon, USA
Posts: 145
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Three cheers for the Team!
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- Kretyn, Kshif, Keljit, Spiketail, and Blightedleaf of Chosen Heroes - Najena - ![]() ~ Choices. There is always a price to pay no matter what the result is. ~* *This message brought to you by the Choices Have Consequences Council and boredom. |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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Nice listing. Considering the hugs list though, I think I'll leave it to you.Besides, not everyone can truthfully claim to have been hugged by an Evil Tradeskill Empress.
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I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 2,606
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Keep up the great work!
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 137
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Harvesting and the crafting system are probably my favorite parts of EQ2, and in turn, it's really nice to have an ebil TS goddess who is accessible, active, and striving for excellence. Thank you!
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#6 |
Tester
Join Date: Nov 2004
Posts: 7,842
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You are truly evil, you've given us hope and Deson a mantra
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 208
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DominoDev wrote:
Qeynos tradeskill instance doors auto-open (even though I still keep clicking anyway)I can't believe the number of times I still do this.
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#8 |
General
Join Date: Dec 2004
Posts: 1,002
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Wow, being a crafter, I knew a lot was going on. However, seeing it all in one post like that is amazing!!! Thank you Domino and crew for giving love to one of my fav parts of the game!!
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#9 |
General
Join Date: Dec 2004
Posts: 220
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![]() Suggestions Jewelers & Sages Charms - The class that makes these need to be examined and expanded. My reasoning is as follows: The definition of charm is -- a small ornament worn on a bracelet or chain. This definition is taken from Merriam Webster's website located at www.m-w.com. Now in the game when I'm in the market for a charm, "I" have to go to the equivalent of Lowes or Home Depot...Why?! It stands to reason that, logically, this "charm" thing is as much, or even more in the purview of the Jeweler than any other crafter class if you adhere to the definition of the word "Charm". Jewelers/Sages should be able to make charms that are interactive. Charms that cast wards, or buffs or debuffs, or HoT or DoT or even DD spells... Perhaps rechargeable charms that let you Evac or CoTO or CoQ or CoR or CoN while yours is down or that reduce the timer on them. Charms that reduce size by 50% would be really nice . This way Barbarians, Trolls, and Ogres tanking in a dungeon like RoV aren't all bent over like the laundry room scene in Shawshank Redemption. Re-chargeable Resist Charms are an idea Charms that summon a group mate to you as long as they are in the same zone. The possibilities are, quite literally, endless as to what can be done so these are but a few suggestions... Carpenters & Woodworkers My first thought is to combine them. However, that probably isn't viable so how ‘bout making the things they make more useful? Like what? In-room mailboxes like the ones on the city merchant that send for less money and require no status points to buy. Storage Bins for your house that hold items (can't sell from these boxes...only store stuff in them) In-House Crafting Stations like the ones on the broker but for no status points. Ones made with rares could allow for speedier crafting, or pristine level, or less resources used, etc. Paintings and rugs are nice, but they are far too few in variety and size. I want to walk into a house that has CARPET instead of cold, hard, stone flooring. Fountains that actually look like fountains instead of a large dog-bowl or bidae. Alters were a decent start for carpenters, but come on...42g for the level 35 recipe book for an item that can't fetch 1 single, solitary gold piece on the broker is just stupid. Your Basic Inn Room allows for customized walls and such, but it isn't the same in Neriak or MajDul. Why not let carpenters and woodworkers make things like Pine/Marble/Oak Interiors that can be applied to walls and the like. Portable repair stations (see weaponsmith/armorsmith below for the "why?" of this suggestion. Why can't woodworkers/carpenters at level 35 make a repair kit? Provisioners - Where to start?!?! Where to start?!?! Double everything. Period. Instead of pristine giving 2 items, make it 4. They have the fewest recipes in the game, seemingly, and it is just too darned mind-numbingly dull cranking out stacks of food & drink. When they can make double, and don't have to buy as much resources off the broker, maybe the prices on the raws they buy will drop accordingly and they can go back to making a decent living. Armorsmith/Weaponsmith - Combine them. I have had stuff on the broker for 2+ months and I can't sell it for 10s above fuel cost. Rare pristine imbued stuff stops selling after 52 because quested stuff is better. I have both and there's simply no market for their wares after 52. It's a dead-end profession for me, while my provi, jeweler, Carpenter, and Sage continue to make okay to decent money. Give them the ability to Mend armor/weapons in the field. They can mend weapons and armor in the field with a portable crafting station. Introduce Ancient Armor Recipes similar to the DFC stuff that actually make a product worth buying. Not quite legendary, but with more resists than mastercrafted. That can be the new "norm" without impacting anyone. Tailor - hmm...dunno ‘bout those as I never rolled one. However, it would be nice if they could make garments that have mana regen effects with no-stats for use while crafting, or other cool & fun stuff to wear around the cities. COSTUMES! Let them make costumes so the entire raid can raid as Chickens or Clowns or something stupid like that. It would be nice if tailors could make disguises that let you blend in with the mobs so they do not agro, or allowed you to enter the opposing city without being smacked by the 75x4 epics
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#10 |
General
Join Date: Dec 2004
Location: In a wormhole between Earth and Norrath
Posts: 298
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Thanks Domino, things look really good so far! Keep up the great work! (I know it's not easy sometimes!)
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#11 |
Loremaster
Join Date: Jun 2005
Posts: 362
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It says that there will be a level cap increase to 80 for the tradeskill classes. Will there be an increase in the subtradeskills (tinkering and transmuting) and new blueprints? Overall, everything looks good. However, I am still very cautious over the proposed change to tradeskilling by removing the pristine and only giving the product and experience if you get the 4th row. My experience has been that when you are just starting out on a new level the 4th row depends heavily on random processes and less on using the proper tradeskill arts. I really think that the 3rd row should be the target and a bonus of getting some of the raw material back if you get the 4th row. Asking for the 4th row is sort of like telling an adventurer they can only get experience or a chance to loot on a kill if they have over 3/4ths of their health left when they get the killing blow on a creature. It doesnt make sense.
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 2,847
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AbsentmindedMage wrote:
It says that there will be a level cap increase to 80 for the tradeskill classes. Will there be an increase in the subtradeskills (tinkering and transmuting) and new blueprints? Overall, everything looks good. However, I am still very cautious over the proposed change to tradeskilling by removing the pristine and only giving the product and experience if you get the 4th row. My experience has been that when you are just starting out on a new level the 4th row depends heavily on random processes and less on using the proper tradeskill arts. I really think that the 3rd row should be the target and a bonus of getting some of the raw material back if you get the 4th row. Asking for the 4th row is sort of like telling an adventurer they can only get experience or a chance to loot on a kill if they have over 3/4ths of their health left when they get the killing blow on a creature. It doesnt make sense.The reason it is hard to get pristine at the early levels is because your first set of tradeskill abilities are all +progress, so you have no means of making up lost durability. If the abilitiy progression was changed so your first set were +durability, this would be a lot more reaosnable.
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Troll Lord Casywdian |
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#13 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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Dasein wrote:
AbsentmindedMage wrote:There's aTradeskill Arts revamp coming with Kunark, Mechanically Speaking PanelIt says that there will be a level cap increase to 80 for the tradeskill classes. Will there be an increase in the subtradeskills (tinkering and transmuting) and new blueprints? Overall, everything looks good. However, I am still very cautious over the proposed change to tradeskilling by removing the pristine and only giving the product and experience if you get the 4th row. My experience has been that when you are just starting out on a new level the 4th row depends heavily on random processes and less on using the proper tradeskill arts. I really think that the 3rd row should be the target and a bonus of getting some of the raw material back if you get the 4th row. Asking for the 4th row is sort of like telling an adventurer they can only get experience or a chance to loot on a kill if they have over 3/4ths of their health left when they get the killing blow on a creature. It doesnt make sense.The reason it is hard to get pristine at the early levels is because your first set of tradeskill abilities are all +progress, so you have no means of making up lost durability. If the abilitiy progression was changed so your first set were +durability, this would be a lot more reaosnable. |
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#14 |
Server: Butcherblock
Guild: Tairise
Rank: Elder
Loremaster
Join Date: Feb 2006
Location: Baltimore, MD
Posts: 79
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GREAT WORK!! and more to come.
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 146
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DominoDev wrote:
Maybe! Another harvesting tweak, IF needed, AFTER things settle down -- however, any demands for immediate changes will be ignored till at least September.If you leave harvesting alone, I will send cookies...or pie...your choice!
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![]() Eue's Squires: Xeyanna~Alchemist, Ssara~Woodworker, Zaps~Tailor, Shazam~Jeweler, Jumanje~Provisioner, Pixnya~Sage |
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#16 |
Crazy for Fae!
Join Date: Nov 2004
Posts: 655
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DominoDev wrote:
Future stuff that's coming up (probably) Rise of Kunark expansion And yes, RoK will bring pink dresses, just for Winter. LOL. And I'm saying this wholeheartedly... My gosh, you have done such amazing things with tradeskilling since you became part of the team. Seriously, I totally commend you, sweetie! You rock. Even if you weren't to make pink dresses, I still mean that /hugs
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#17 |
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer
Loremaster
Join Date: Jan 2007
Posts: 3,710
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Winter wrote:
Winter .. I think if you were around in my UO days, we would have gotten along great (I spent years bugging the UO dev team to add pink dragons to the game). oh and Thank you so much Domino ![]() |
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#18 |
Crazy for Fae!
Join Date: Nov 2004
Posts: 655
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Jesdyr@Unrest wrote:
Winter wrote:I was around during your UO days! lol.Winter .. I think if you were around in my UO days, we would have gotten along great (I spent years bugging the UO dev team to add pink dragons to the game). oh and Thank you so much Domino
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#19 |
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer
Loremaster
Join Date: Jan 2007
Posts: 3,710
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Winter wrote:
I was around during your UO days! lol. In that case ... PINK DRAGONS (edit - I didnt want to post a pic in this thread since it had nothing to do with the state of tradeskills) |
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#20 |
Tester
Join Date: Nov 2004
Posts: 7,842
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Jesdyr@Unrest wrote:
Winter wrote:And all I can hear in my inner ear is part of the the refrain from a song of the 80's "Little pink houses for me and you..." You scare meI was around during your UO days! lol. ![]() |
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#21 |
Loremaster
Join Date: Jun 2005
Location: Paradigm Clutch: Never shift reality without one...
Posts: 2,490
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Thank you SO much, Domino! Can't thank you enough...and please pass along the thank you's to your team. I do have a couple of suggestions, but I'll put them in the right thread so this one's not hijacked. I've already 8 of the crafters, have a guild Armourer, but now I'm considering making one again? I blame you.
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#22 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
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Syndic wrote:
DominoDev wrote:I still wait for the loading screen everytime I open the door to the Kele Tradeskill "Instance".Qeynos tradeskill instance doors auto-open (even though I still keep clicking anyway)I can't believe the number of times I still do this. |
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#23 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
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Thaych wrote:
You have some very good Ideas here and some I don't agree with however you may want to repost this in the Sugjestions thread so she can find it in 6months when she has a chance accually look at our sugjestions, she has to finnish the huge backlog of sugjestions left on the Previous Tradeskill Devs desk first I also would like to say your doing an Awsome job Domino and IMO the best and most importaint part is the amount of contact you keep with the community. |
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 465
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While I appreciate the work you're doing on tradeskills, these seem like tiny band-aid fixes which don't do anything about the major underlying problems which make tradeskilling undesirable to most people.
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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Foolsfolly wrote:
While I appreciate the work you're doing on tradeskills, these seem like tiny band-aid fixes which don't do anything about the major underlying problems which make tradeskilling undesirable to most people.And those are? For myself, I've never seen a game where most people actually like trades unless it can be macro'd or handed to them. I stress most. Tradeskills by and large in an adventure game, in most games period, are a niche activity unless somehow forced. What do you feel the flaws are in this one? For Domino herself, she may just be grabbing the low hanging fruit while contemplating the deeper issues. RoK is upcoming and she can only do so much.
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I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
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#26 |
Loremaster
Join Date: Dec 2004
Posts: 769
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![]() A wonderfull summary and nice to have the links there so our trade addled brains dont have to rember the articles. At the risk of this becoming another thank you D thread thank you Domino. Only one minor problem with all the new armors, " Some appearance changes to crafted chain and plate armors (link); " It seems to confirm the rumors that they make every one appear to be a slightly plump cheefull halfling, i dont think the trolls are going to like the change. |
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#27 |
General
Join Date: Jul 2005
Posts: 85
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Is there any chance that some recipes for items usable by trade skill classes can be added? What I mean is Things that have out of combat power regeneration adds, adds for durability arts, adds for progress arts, or goodness me, an tab in AA for your trade skill profession that does nice things to the reaction arts and other related skills. Also, I have a pet issue: The broker window allows searches for modifiers, but only on the most basic things. I would like a way to search for a special skill or proc on the broker, such as "Intuition" or "Sanguine Feedback". Easy enough to do if a an extra search field were added to the advanced popup that did a query on proc entries.
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#28 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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greenmantle wrote:
*snort* Thanks, I needed that. |
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#30 |
Loremaster
Join Date: Sep 2005
Location: Reading, England
Posts: 2,309
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greenmantle wrote:
No. Uz like halflings slightly plump - taste better. Tuknuk the Troll. |
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