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Unread 08-16-2007, 04:49 PM   #661
Eueadan

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Adding to Dreyco's post above:

That scenerio assumes that the person ordering the item knows the crafter.  I think the game is more in need of a system to link players with crafters that they do not know.

What if you created a "broker" NPC that had two tabbed windows: (1) Placing Orders, and (2) Filling Orders.  The Placing Orders tab would be a list of every recipe in the game.  The person wanting to order the item would choose their item from the list (of course searchable like the broker window), enter an amount they want to pay, maybe even drag rares or components that they want to provide into the order, and then click "place order."  This window could be similar to the current commission window.

After they hit "place order" the order moves to the "Filing Orders" tab, maybe with a 10%-40% commission added.  Any crafter could then use the NPC to view what items people want, and then fill any orders using a window that works like the current commission system.  Up until the time a crafter accepts the order, the customer could cancel at any time.  After the order is accepted, the crafter gets a "quest" to make the item and 1 hour to make it before it reverts back to the broker (much like the current TS writ system).

When the crafter finishes the item, he would return to the NPC.  The NPC would remove the item from the crafters inventory, email the item to the buyer, and give the crafter the money (just like TS writs, only with an item being emailed to an actual player buyer).

In essence, I foresee this system working much like a combination of the current Commission and TS Writ Work Order systems currently in place, only with real persons ordering the items.

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Unread 08-16-2007, 05:17 PM   #662
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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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Unread 08-16-2007, 09:02 PM   #663
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i am not sure if this is mentioned before but i would like a new set of tradeskill writs SMILEY would be like this: The ones we got now:     - Some odd status and xp (normal)     - Some odd status and xp (rush order) The ones i would like to see added:     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (normal)     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (rush order)   Tinker writs:    Like we got now: (well in line with what we got now)     - Some odd status and 1 tinker point (normal)     - Some odd status and 2 tinker points (rush order)     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (normal)     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (rush order) Transmuting writs:     - Some odd status and 1 transmuting point (normal)     - Some odd status and 2 transmuting points (rush order)     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (normal)     - Status only writs (like they used to be) but these writs give more status cause they dont give xp (rush order) The gold for these new writs for the secondary tradeskills should be sorted i guess on a seperate base, especially cause transmuting for example costs far more as tinkering does
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Unread 08-16-2007, 10:16 PM   #664
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Make harvestables also depend on TS class! Example:

You are a tailor and trapping. You would get more pelts than meats. If your tradeskill doesnt use any of the items in the node you are harvesting, remove this step. Simple idea that would help a lot.

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Unread 08-17-2007, 11:09 AM   #665
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Kofi@The Bazaar wrote:

Make harvestables also depend on TS class! Example:

You are a tailor and trapping. You would get more pelts than meats. If your tradeskill doesnt use any of the items in the node you are harvesting, remove this step. Simple idea that would help a lot.

Really good idea in principal I think, but if my main harvester is a provisioner and I'm trying to harvest high level pelts for my tailor (who might be a lvl 9 adventurer) would I get more meats than pelts?

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Unread 08-17-2007, 12:24 PM   #666
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One thing that I would really like to see is some form of an item that you could use that would ‘exchange' one type of raw material for another. These could come in a variety of forms, something that could be placed in your house as a permanent fixture, something that could be carried in your inventory that you could summon on a limited basis (like the repair bot, or the portable tradeskilling tables). 

Jim-Bobs Harvesting Transmogrifying Contraption: (made by all TS classes - after completing a quest to obtain the recipe) requires 2 Rare materials of each type (or one rare type from each tier), 10 common components of each harvestable and 100 fuel.  Item that can be placed in your house that you can exchange 10 common harvestable for 1 common harvestable. Have something like an interactive trade window pop up where you can put up so many stacks of harvestables and select which raws you want in return.  Required materials and rate of return could be tweeked as devs see fit, above are just my idea.

Jim-Bobs Portable Transmogrifying Contraption (made by tinkerers) same basis as above but you would be able to ‘summon' it while collecting to exchange harvestables in the field.  This one could be permanent like the repair bot, with a long reuse time, or have charges like the portable workstations and be a consumable.

I think since crafters are the ones that actually use the raw materials, the use of this device would have to be tied to your crafting level and not your adventure level.   Not sure if it would be good to have ones for each tier that would only work on raws from that tier, or one that would work on all harvests.  

Just my thoughts to make harvesting for the things you need a bit easier and to allow me to do something other than destroy those stacks of harvestable items that I collect and will not put up on the broker for 1cp.  

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Unread 08-17-2007, 11:31 PM   #667
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Please create a sticky folder in Tradeskill Discussion section for Tradeskill quests ie. The isle of Marr Tradeskill quests and the Alchemist quest (combining loams). And any other NEW upcoming Tradeskill quests.. :p Takes forever to search through tons of posts to glean any information on these quests.. Sciari
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Unread 08-18-2007, 12:40 AM   #668
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Sciari wrote:
Please create a sticky folder in Tradeskill Discussion section for Tradeskill quests ie. The isle of Marr Tradeskill quests and the Alchemist quest (combining loams). And any other NEW upcoming Tradeskill quests.. :p Takes forever to search through tons of posts to glean any information on these quests.. Sciari
If you find them, post them here FAQ and Guide Links and I'll add them.
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Unread 08-19-2007, 10:41 AM   #669
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I love your idea of having a broker that works on commision, that would make for a more dynamic market and provide a chance for crafters to make some money fast when they need it.  Its a great idea.

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Unread 08-19-2007, 11:37 AM   #670
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I love my carpenter and my houses, love to decorate and create new and exciting things for them, but, even though we got new things, I would like to add a few ideas that would make houses more attractive and carpenters happier:

COLOR, my God, everything is dull and crude.  Chairs, tables and so on. look like bad flea market finds, or most anyway, how about a little polishing?  There is the Star Wars color system which is absolutely GREAT, why not add something similar?  Vale loveseats are a blessing and I thank you for them, but maybe we could add a dye or something and choose the color, hunter green is great, but maybe blue or purple or orange would go better with my decor.....why not.  I understand there is a lot of work involved, but it would be soooooooo nice.

FLOORING: I agree with the post that suggested being able to make flooring: marble, wood, even a pond (like a faux finished floor carpet), jewel tone flooring, like lapiz or malachite, different tiles, mouldings for floor and walls (crown molding) etc.  Everyone would love that.

WALL PANNELING: Make an accent wall with wall paper, different types of wood, murals (from different places in the game) that go up like a painting but cover a wall. Such an infinite variety of things that could make walls appealing!!!!!

STACK:  Being creative in decorating is very difficult because you can't stack things to make new or different looking object.  The shelves come in handy but its a very tedious process.

Thank you so much for the tin pans etc for the tables.  I would like to see some dishes and table settings, that would be cool. More food for the table....duck and apples are nice...but not everyday! SMILEY

CURTINS: Would be sooooo nice.  And color, lots of colors.

WINDOWS AND DOORS:  How about some windows and doors made of different woods and colors, maybe even some stainglass work (I know I ask for way too much, but hey.....who knows? "grin&quotSMILEY. How about some "fake windows" with a view or even without a view for acorns? They would be like paintings that go on the wall and make for a nicer looking abode.

WALL FOUNTAINS: Really cool.  Little koi ponds, maybe?

PLANTS: THANKS FOR THE PLANTS.  More would be better ....I know....always asking for more, but even so thank you so much. Some ferns. please? There is such an amount of beautiful plants in the game that would look so lovely in our houses.

Love the great looking columns, would like to be able to put something on top....thank you.

A monthly award to the best looking house or the most creative use of housing materials which would be posted by mail or with the broker etc.  Would make people aware that they can have nice looking houses.  I have gone throu most of the houses in Befallen (which is my server) and most are drab, with very worthy exceptions, and its mostly due to the fact that houses lack interest and nobody bothers because anyway nobody is going to see them. People start looking at decorating when they are bored, not as a primary objective in the game.  You have to make people want to have a beautiful house by implementing some sort of interest in them.  Something like if you visit five of the awarded houses you get an item for your own house, the one that gets the award gets a diploma they can hang in the wall or something of the sort.

Too much rambling "grin".  Thanks for all you have done Domino, great work WTG!!!

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Unread 08-19-2007, 12:57 PM   #671
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Eueadan wrote:

What if you created a "broker" NPC that had two tabbed windows: (1) Placing Orders, and (2) Filling Orders.  The Placing Orders tab would be a list of every recipe in the game.  The person wanting to order the item would choose their item from the list (of course searchable like the broker window), enter an amount they want to pay, maybe even drag rares or components that they want to provide into the order, and then click "place order."  This window could be similar to the current commission window.

After they hit "place order" the order moves to the "Filing Orders" tab, maybe with a 10%-40% commission added.  Any crafter could then use the NPC to view what items people want, and then fill any orders using a window that works like the current commission system.  Up until the time a crafter accepts the order, the customer could cancel at any time.  After the order is accepted, the crafter gets a "quest" to make the item and 1 hour to make it before it reverts back to the broker (much like the current TS writ system).

When the crafter finishes the item, he would return to the NPC.  The NPC would remove the item from the crafters inventory, email the item to the buyer, and give the crafter the money (just like TS writs, only with an item being emailed to an actual player buyer).

This is the only part I would change.  I think it would be more feasable if the "quest" automatically updated upon completion.  IE the item is automatically mailed to the buyer w/o the item ever hitting the crafter's inventory, and the crafter automatically recieves payment.  This is after all the way the material/payment/finished item system works with the commission interface now.  The Commissions NPC would simply act as a third party interface where the buyer and crafter did not have to be interacting in order to fullfill the commissioned work.

In essence, I foresee this system working much like a combination of the current Commission and TS Writ Work Order systems currently in place, only with real persons ordering the items.

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Ahria ~ Templar/Provisioner (90) ~~~ Anobabylon ~ Warden (90) /Alchemist

Anobelle ~ Coercer/Jeweler ~~~ Beah ~ Warlock/Sage

Dharknehz ~ Assasin (90) /Weaponsmith ~~~ Jeffica ~ Bruiser/Tailor

Laurn ~ Defiler (90) /Carpenter (90) ~~~ Psahng ~ Troubador/Woodworker

Vacri ~ ShadowKnight (90) /Armorer ~~~ Xhexania ~ Necromancer/Unskilled

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Unread 08-19-2007, 02:02 PM   #672
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Something that came to mind as I was working on my Provisioner today... Titles for crafters.  Like once you hit L20 you can put a prefix on, like Provisioner [name of toon] as an example. Maybe when a crafter hits L70, or whatever the cap is, the title changes.  Using a Provie as an example again: L20 is Provisioner [name], L70 is Master Provisioner [name].  Of course it'll change when cap goes up, but then again, the crafter wouldn't be Master any longer until they hit the cap again. And maybe when a /who all [name] is done it shows up...like how you can see name, race, class, level, guild.  Something like name, race, class/crafter, class level/crafting level, guild. Okay, it's fluff...but it's something I think would add a bit of fun to the game.  And it'd be another way to advertise, for those who want to do so, with the LFW tag.  Sometimes toons are just moving too fast to click on and inspect.  Having the title of what they do along with the LFW tag could help a bit. And this last idea, well, I've been kinda wondering how to put it but figured to just be blunt. Make salescrates mandatory to sell on broker. I'll admit it's just my grouch about how the broker is lately.  Yes, I prefer to buy out of the box.  It's just a pain to go to buy something needed only to have to sift thru so many uncrated sellers just to find a decent price.  Or when it's a high priced item and all four of the sellers don't have a darned crate. How hard is it to get one?!  Given the prices some of these sell items at, and given that most of them are rare sellers, I find it hard to believe that having even the basic fir crate is a hardship to get. Okay, it's late for me, been up all night, going to stop here before I really get going on the grouching...
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Unread 08-20-2007, 10:02 AM   #673
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I don't like the idea of titels just for gaining a level. I'd prefer that they be earned through some crafting quest, or through earning tradeskill faction. Perhaps the crafting guild could require that you demonstrate your skill with something like a rush order, the reward being the title and and xp. Maybe a level 19 one for a title of Scholar, Crafter or Outfitter, and a level 29 one for Sage, Chef, etc..
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Unread 08-20-2007, 10:06 AM   #674
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denmom wrote:
And this last idea, well, I've been kinda wondering how to put it but figured to just be blunt. Make salescrates mandatory to sell on broker. I'll admit it's just my grouch about how the broker is lately.  Yes, I prefer to buy out of the box.  It's just a pain to go to buy something needed only to have to sift thru so many uncrated sellers just to find a decent price.  Or when it's a high priced item and all four of the sellers don't have a darned crate. How hard is it to get one?!  Given the prices some of these sell items at, and given that most of them are rare sellers, I find it hard to believe that having even the basic fir crate is a hardship to get.
I do not like that idea. How would T1 toons for whom a silver is a lot of money expected to sell stuff? Currently they could use a bag or make an elm strongbox for themself (It does not need to be pristine) and start selling.
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Unread 08-20-2007, 10:16 AM   #675
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Terron wrote:
denmom wrote:
And this last idea, well, I've been kinda wondering how to put it but figured to just be blunt. Make salescrates mandatory to sell on broker. I'll admit it's just my grouch about how the broker is lately.  Yes, I prefer to buy out of the box.  It's just a pain to go to buy something needed only to have to sift thru so many uncrated sellers just to find a decent price.  Or when it's a high priced item and all four of the sellers don't have a darned crate. How hard is it to get one?!  Given the prices some of these sell items at, and given that most of them are rare sellers, I find it hard to believe that having even the basic fir crate is a hardship to get.
I do not like that idea. How would T1 toons for whom a silver is a lot of money expected to sell stuff? Currently they could use a bag or make an elm strongbox for themself (It does not need to be pristine) and start selling.

I do like the idea, and your concern is noteworthy Terron.  The way I would deal with this issue is to have the broker themselves offer a very simple quest.  Simple as in you simply have to listen to them talk about how the broker system works and at the end of the conversation they will give you a "Basic Sales Crate" which can hold 4 items.

After all, as it is, you have to have SOME container to place items on the broker anyway.  Maybe when you accept your quest for noobie housing they could even add a 2nd "Basic Sales Crate" among the list of rewards to bring to the newer player's attention that purchasing a home increases your broker slots.

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Anobelle ~ Coercer/Jeweler ~~~ Beah ~ Warlock/Sage

Dharknehz ~ Assasin (90) /Weaponsmith ~~~ Jeffica ~ Bruiser/Tailor

Laurn ~ Defiler (90) /Carpenter (90) ~~~ Psahng ~ Troubador/Woodworker

Vacri ~ ShadowKnight (90) /Armorer ~~~ Xhexania ~ Necromancer/Unskilled

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Unread 08-20-2007, 10:52 AM   #676
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Anobabylon@Befallen wrote:
Terron wrote:
denmom wrote:
And this last idea, well, I've been kinda wondering how to put it but figured to just be blunt. Make salescrates mandatory to sell on broker. I'll admit it's just my grouch about how the broker is lately.  Yes, I prefer to buy out of the box.  It's just a pain to go to buy something needed only to have to sift thru so many uncrated sellers just to find a decent price.  Or when it's a high priced item and all four of the sellers don't have a darned crate. How hard is it to get one?!  Given the prices some of these sell items at, and given that most of them are rare sellers, I find it hard to believe that having even the basic fir crate is a hardship to get.
I do not like that idea. How would T1 toons for whom a silver is a lot of money expected to sell stuff? Currently they could use a bag or make an elm strongbox for themself (It does not need to be pristine) and start selling.

I do like the idea, and your concern is noteworthy Terron.  The way I would deal with this issue is to have the broker themselves offer a very simple quest.  Simple as in you simply have to listen to them talk about how the broker system works and at the end of the conversation they will give you a "Basic Sales Crate" which can hold 4 items.

After all, as it is, you have to have SOME container to place items on the broker anyway.  Maybe when you accept your quest for noobie housing they could even add a 2nd "Basic Sales Crate" among the list of rewards to bring to the newer player's attention that purchasing a home increases your broker slots.

I like the idea of a 'basic' crate for listening to a tutorial on selling.  But, I think it should be at least 8 slots, the same as the elm strong box, or 10, just a bit bigger to give incentive.  Part of the tutorial should be on how to get bigger sales crates and how to place a crate in a room (just instructions).  I don't think, though, that crates or an inn room should be required.  A single crate without a room is the same as a single strong box without a room. Unless you'd also like to require an innroom for selling, in which case you block nearly all exiles from doing any sales (unless they get a room in Maj'dul).
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Unread 08-20-2007, 12:28 PM   #677
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Rijacki wrote:
I like the idea of a 'basic' crate for listening to a tutorial on selling.  But, I think it should be at least 8 slots, the same as the elm strong box, or 10, just a bit bigger to give incentive.  Part of the tutorial should be on how to get bigger sales crates and how to place a crate in a room (just instructions).  I don't think, though, that crates or an inn room should be required.  A single crate without a room is the same as a single strong box without a room. Unless you'd also like to require an innroom for selling, in which case you block nearly all exiles from doing any sales (unless they get a room in Maj'dul).
That's a great idea.  You could get it with the First Time Buyer quest, adn the Innkeeper could explain how to use it after he explains the market board.
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Unread 08-20-2007, 12:54 PM   #678
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I think it's a great idea also!  It would help the new player out from the very start with learning how to sell from a home/broker, and it would take some pressure off from having to spend money right away to buy a crate!  One thing I would like to add to that is to have it as a floor display also (probably stating the obvious here), but also, because it came with the house, perhaps it can have some sort of mounting option (like a trophy or piece of decor) when it's no longer being used for its intended purposes (much like the HQ rewards).
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Unread 08-20-2007, 04:48 PM   #679
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BTW, the broker will no longer accept items for sale without having some sort of container.  Once, long ago, you could put an item directly on the broker without a container (allowing a character to sell one or two items without needing anything more).  So... a character is now required to obtain a container in some way in order to sell.  Giving a 'basic' sales container would help brand new players, too. BTW, I doubt this is something for the tradeskill dev to do.  Maybe we should put the idea together more and post it in Quest or.. umm.. Look and Feel?  Hmm.. If the link to the 'First time buyer' quest (good idea Calthine) is the best concept it should probably be put into the Quests forum.  (I'm at work, mostly eating lunch, not a lot of time to read/post until later tonight).
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Unread 08-20-2007, 04:51 PM   #680
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Anyone make a post in Items and Equipment yet?  nm, I'll go look SMILEY edit:  I did SMILEY   Broker for Newbs
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Unread 08-20-2007, 06:41 PM   #681
denmom

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Now that I've had some sleep and am less grouchy... The whole idea of the salesman's crate being mandatory was based on yet another night of looking for items needed only to keep finding so many names without boxes...pages of non-crates undercutting each other for silvers and having to search thru for those with crates. After thinking about it and discussing/ranting about it with my spouse, we came to the conclusion it's not the sellers without crates...it's the fees. Why are they there?  Really, honestly...why?  Money sink?  There's enough of those in game between houses and horses and armour and other things. This isn't the right area probably for this, but it's where it started...and the idea you folks spun off my intial grouch is a darned good one...good on you guys.
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Unread 08-21-2007, 12:19 AM   #682
LaurnaRose Fauldorn

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GREY RECIPES AND MULTI-ITEM ENCOUNTERS

It makes sense that when your TS skill is superior to a recipe that you would have less problems creating said grey recipe.  However, though I do see a vauge difference in ease of crafting grey recipes, it still seems to take all in all about the same time to craft the item.

What I suggest is to do one of two things.

First suggestion is to reduce the durability bar to 2 bars once a recipe greys so you can complete the item in half the time and get either average or pristine each craft.

Second suggestion is to allow up to 10 of the same item to crafted in one encounter, allowing the crafter to choose the number of items to be crafted during the encounter, while using the same number of resources/fuel/components that would be required if you were to craft them individually (ie:  a single recipe requires 1 root, 1 elm, 1 tin, 1 sandpaper ... to multi craft 10 of that item would use 10 root, 10 elm, 10 tin, and 10 sandpaper but would result in 10 of the item as opposed to 1).


PROVISIONER VS. WOODWORKER CONSUMABLES ... The Great Debate

It has been asked that provi yeilds be increased.  The majority of the community is opposed to this because of the length of time on the food/drink vs. the frequency of use ammo recieves and the limited time on totems.

IMO totems should be reworked to align with food/drink.  What I suggest is that rather than crafting 3-5 use 30m totems per pristine encounter and 2 single use variously timed food/drink per pristine encounter, crafting totems should yeild 1, 2, 5, 10 (accordingly based on durability tier) single use 30m totems per encounter and crafting food/drink should yeild 1, 2, 3, 5 (respectively) single use variously timed food/drink per encounter.  This would solve the totem combine issue (getting multiple charge items to stack would be kinda hard IMO).  If increasing the yeild is not feesable, then still rework the totems to yeild 5-30m single use with average and below and 10-30m single use with pristine.


CRAFTING STATIONS

I would like to see a TS quest to construct your own crafting station.  I know you can currently obtain one through Fallen Dynasty quest line, but not everyone uses the adventure packs.  I also realize you can purchase them through the city merchant and TS NPCs using 400k+ status and a pretty coin along with a guild level of 25 or faction of 30k.  However, not all crafters belong to guilds, not all crafters like to do writs.  Implementing a quest to construct your own crafting station would a fun alternative.  Make it our first HQ equivilant quest maybe?


CARPENTER CONSUMABLES

So this idea isn't along the lines of the consumables we are use to seeing, but I would like to see carpenters be allowed to craft wall and floor coverings and trim to allow players to individualize their homes.  The current housing customizations are lacking in a serious manner, and this would be a nice bonus for everyone as well as more recipes for the carpies we all love so much.  Carpie created customizations would be one time use (you'd have to by another customization kit to use that customization a second time)


WEAPONSMITH/ARMORSMITH CONSUMABLES

AS:  Temporary patch kits.  10 charges.  A patch kit would repair one equiptment item to 80% each charge.

WS:  Sharpening stones - could be applied to all weapons and ammo to give a bonus to slashing; Solidifying Adhesive - could be applied to all weapons and ammo to give a bonus to crushing; Calibrating Sharpener (?) - could be applied to all weapons and ammo to give a bonus to piercint.

.... okay tired now ... might have more ideas later but thats enough for now ... my hamster is tired.

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Anobelle ~ Coercer/Jeweler ~~~ Beah ~ Warlock/Sage

Dharknehz ~ Assasin (90) /Weaponsmith ~~~ Jeffica ~ Bruiser/Tailor

Laurn ~ Defiler (90) /Carpenter (90) ~~~ Psahng ~ Troubador/Woodworker

Vacri ~ ShadowKnight (90) /Armorer ~~~ Xhexania ~ Necromancer/Unskilled

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Unread 08-21-2007, 01:19 PM   #683
Liyle

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I wish we had those portable mailboxes somewhere on the wall in the tradeskill instances.
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Unread 08-21-2007, 03:08 PM   #684
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Among my tradeskillers I have a tailor.   I know the SOE team is working on new skeletal models, but I was wondering if maybe there could be some changes to the way that player made armor and clothing works.  Something more along the lines of the way it functioned in Starwars. You could have a base item, like a robe with the stats, but then
  • Alter the neckline - scoop, square, V-neck, make it strapless
  • Remove or add sleeves - none, bell sleeves, elbow length sleeves, butterfly sleeves
  • Alter the length
  • Add slits to the side to show pants or even just leg
  • Dye it certain colors within a pre-selected color range  - to keep it within reason
  • Add trim or contrasting color
I know that it would be a major change, however, the way that tailors function now is not realistic at all.  I've sewn before in RL and added or altered my clothing to suit me and my taste.  I think that by doing this it would give those who like to express their creativity in game another way of doing so and make tailoring lots of fun rather than turning out items that look like what everyone else makes.
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Unread 08-23-2007, 10:26 AM   #685
Mystfit

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I wantd to request dusts be allowed to go into Wartisan's artist's pouch. Be nice to be able to use that big bag for them SMILEY 
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Unread 08-23-2007, 11:00 AM   #686
Rijacki

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Mystfit wrote:
I wantd to request dusts be allowed to go into Wartisan's artist's pouch. Be nice to be able to use that big bag for them SMILEY<img src=" /> 
And stack to 50 SMILEY
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Unread 08-23-2007, 02:55 PM   #687
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/target_nearest_npc Make it work the same in and out of combat Currently out of combat this will target harvest nodes. Once your party is engaged in combat, it will only target MOBs. Nothing major .. just annoying SMILEY
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Unread 08-23-2007, 03:33 PM   #688
Devilsbane

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Currently tradeskill is level centric. That has turned the crafting experience into nothing but a grind from beginning to end. It needs to become more fun centric like adventuring. If recipes of all levels for a profession were open to the crafter of that profession. That would be a step in the right direction. Since we are going to a pristine or bust system. Experience gained for higher recipes would have to scaled like that of collections. So if you complete a recipe 20 levels higher then your current level, you would receive at most 5% of that experience. SMILEY 

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Unread 08-23-2007, 04:32 PM   #689
Rijacki

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Jesdyr@Unrest wrote:
/target_nearest_npc Make it work the same in and out of combat Currently out of combat this will target harvest nodes. Once your party is engaged in combat, it will only target MOBs. Nothing major .. just annoying SMILEY<img src=" />
Most people consider that a "fix" since you won't accidentally target a harvest node while you're in battle and tabbing through targets.
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Unread 08-23-2007, 08:26 PM   #690
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Another new wish for the list...Give Provies more than 2 recipes at 38.*shudders at the thought of grinding on Green Tea Grinders or Wild Apple Cookies and at this level, the 34 writ is giving paltry XP rewards*
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