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#31 |
Loremaster
Join Date: May 2005
Posts: 153
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VladisSar wrote:
And therein lies the problem. First, I seriously doubt the majority of players want to spend one hour making one item - I don't go adventuring/traveling for one hour to slay one mob, so I sure as heck don't want to have to waste that amount of time crafting. I also liked subcombines (to an extent), but again, they really serve no purpose now except to make things more complex in the sense you have to know what items to make before you can get to what you actually want. It didn't make crafting any harder (although interdependency is another issue), as every recipe requires the exact same amount of effort. So increasing the number of steps isn't going to make your stuff any more desirable - nor will bringing back subcombines. Instead it's only going to make fewer people enjoy crafting, which will lead to fewer items on the market, and while you may think that means people will flock to you for your products - they're still inferior. More on that shortly.Secondly, after one hour you want 15 people begging you for the item? That just sounds greedy... and that would also imply the item would have to be of incredible quality to have such desirability. If that's the case, than you're going to have a lot of crafters choose that trade to make said piece, and you'll return to the same problem of an overabundance of goods.Also, I don't see the argument/point you're trying to make about your Sage versus the Armorer. Are you implying you've sold all of those handcrafted, Apprentice IV spells on the broker? If so, I call shenanigans - I've had Apprentice IV's up there for MONTHS that don't sell, and I have them at the lowest possible prices (to make the same amount I would selling to the vendors) - I haven't taken them down solely because I have nothing else to put there. If you're just implying that it's "easy to level-up" this is an undisputed fact, and really has little point - Domino has acknowledged the fact that some classes have few recipes, while others have tons of less desirable quality. She has noted she hopes to fix that (reference: http://forums.station.sony.com/eq2/...58�).What do you have against writs by the way? If you choose to pass up free experience, fine, but can you explain why you would do so or what is so bad about them? If the argument is you "shouldn't have to do them" the same argument could be made about adventuring - I shouldn't have to do quests (in a game called EverQuest), but I choose to because of the bonus experience and reward. Otherwise, I would spend time killing the same stuff over and over with no purpose. The same can be said for crafting.Finally, as noted, I agree that a lot of crafted items are extremely inferior to quested/dropped items. Do I agree with this choice? No - I think Mastercrafted should easily surpass Treasured gear, and be on par or just a bit lower from Legendary. As it stands, this is most certainly not the case in later tiers (particularly T6 and T7). But again, I don't see adding subcombines changing gear progression at all - that's an entirely different design decision. The way it's currently handled appears to be crafted gear as being your 'introductory' gear for a tier to help you get started, and then finding much better gear afterwards. This seems quite dumb to me, and I also hope Domino can make crafted items more desirable, especially in the later tiers.I'd also like to point out what Domino has said in the past about subcombines here - http://forums.station.sony.com/eq2/...2�.In short, bringing back subcombines in and of itself does not make crafting any more difficult, nor more enjoyable (to me anyway), and also does not necessarily mean an improvement in the stuff you are making. I also seriously doubt we will see them again in their original form as evidenced by the post above. Instead, I think people should focus their efforts on improving their classes with the systems we have in place or what could be added in addition to what is already there. An example of this is Daine's recent ideas for armorers, which I think were great ideas. Spending time on coming up with ideas to improve what we have is much better spent than lamenting about what has changed, and most likely what we'll never have again.(Edit: Minor spelling correction, added an additional thought and link) |
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#32 |
Loremaster
Join Date: Nov 2005
Posts: 111
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![]() Condar Tarsonia , i see your logic and your words are wise. I just wish that something could be done so some classes don't have to flood the broker with items no one need, just to level up. I wish that every crafted item has value and purpose and be wanted by others. Otherwise - what are we crafting for, besides personal enjoyment? In regards to my Sage and Armorer - Honestly - I don't want more recepies - I want my products to be desireable - then i won't have a problem making more of the same thing. My sage is not any happier than my armorer - all the Apr4 I am making most of them time go to the vendor - so LOTS of recepies not realy a solution to anything. Desireability is. Speaking of armor and weapon cretaion - I offered this long ago. Let crafter create a BASIC item, and then using additional recepies to "augment" it with specific stats. For example I will craft a Fayiron Bresplate (no stats). Then I can use some combination of gems/metals/whatever to add SPECIFIC stats to it. I don't want predesigned +4 str +4 wis armor, want +8 sta one. Same can be done with weapons
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#33 |
Loremaster
Join Date: May 2005
Posts: 153
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VladisSar wrote:
I had recommended a similar suggestion way back in the day about augmenting items with gems and the like. Then they implemented transmuting, so I don't know if we'll ever see anything like that. I think it's a great suggestion though, and maybe sometime we could work on fleshing out a proposal - who knows, Domino may agree and it might help out some. I wholeheartedly agree with a more 'free' system allowing you to customize pieces, but I'm not sure if the code is 'free' enough to allow for such an extensive change. I figure some of the groundwork has been laid, with the Relic gear (collecting stones and a mold and whatnot, then having it 'made' at the forge in Sol Eye... although there isn't any crafting involved, the premise would be similar).These are the types of suggestions I think we need more of though - so keep them coming ![]() |
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#34 |
Loremaster
Join Date: Sep 2005
Location: Reading, England
Posts: 2,309
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Condar Tarsonia wrote:
To reiterate, I seriously doubt we'll ever see subcombines again, Subcombines in then sense of combines you have to do to make ingredients for the final combine still exist in at least 2 ways - imbued items need a normal item as a sub combine and the Wyrmslayer HQ is done in several steps. Since starting my Woodworker, I have done nothing but tradeskill writs to level up, aside from the first pristine of each new recipe and an occasional session of making arrows and totems for some friends and profit. Which do you find more interesting? For me making stuff for sale or use is much better. Which is more profitable? For my woodworker (level 50) making arrows and totems is more profitable than doing writs, and I don't have to wait long for them to sell. But subcombines aren't the answer - it's great to reminisce about the 'old days' and I miss it a bit too (it felt more rewarding finishing a product after making some straps, strips of leather, buckles... etc), but again I seriously doubt it'll go back to that ever again. That feeling is why I think the old system was better. Most of that feeling could have been kept whilst reducing the number of subcomines greatly, but it is too late now. But it is worth noting what was good about subcombines so as to try to bring that goodness back to some extent. As others have suggested, every tradeskill class needs a desirable consumable (or two or three) in every tier. A desirable product, but not necessarily consumable. The better bloodlines spells did work for scholars. Classes with fewer recipes need more, so the endless "Sages can reach level 70 sooooo fast it's not fair *cry whine sob*" posts will cease. More recipes yes - but the posts would just be replaced by other whines Alternative XP sources should be introduced... but honestly, with the tradeskill writs, I don't really see how you could introduce 'new' quests - they're all going to ask you to craft, generally, the exact same thing. More quests would add more variety. The main problem with writs is how repetative they are. |
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#35 |
Loremaster
Join Date: May 2005
Posts: 153
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Terron@Splitpaw wrote:
Condar Tarsonia wrote:To reiterate, I seriously doubt we'll ever see subcombines again, Subcombines in then sense of combines you have to do to make ingredients for the final combine still exist in at least 2 ways - imbued items need a normal item as a sub combine and the Wyrmslayer HQ is done in several steps.I wouldn't consider imbued weapons a source of subcombines though, but I guess it depends on how you're defining subcombines. When I think back to what they were, a subcombine was an item that had no use other than to make a final product. Making imbued items was sort of tacked on, so it used a final product in addition to something else to make it better. This is similar to the idea VladisSar posted, in that other items could be used to improve an item further through crafting. I would much rather have seen a system like this than the current adornment system, but it's too late for that I suppose.As to the Wurmslayer HQ, I haven't done it, so I'll give you that one |
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#36 |
Lord
Join Date: Aug 2006
Location: Somewhere in Scotland.
Posts: 39
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![]() As someone who enjoys doing writs {rush writs and lots of them} here is my suggestion for a minor improvement that could be made to them. Make the amount of guild status (and/or even the XP earned) variable according to the time left when the writ is completed, as it stands now I rarely run out of time when doing even the most difficult writs {in my chosen trade}, by introducing a variable "reward" of GSP or XP there is a clear incentive to be had from working quickly. No doubt this idea will be shot down by any number of people with clever arguments, but hey, it's just a suggestion. Peace out and happy crafting. |
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#37 |
Tester
Join Date: Nov 2004
Posts: 135
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![]() I respect the OP opinion. They have a right to feel the way they do. However, I do not share the same feelings. I've casually played this game on and off sense launch. All my character's craft. My first character got to level 30 sage the old way. It was a tedious grind. I hated every minute of it. It was like a chore....like doing dishes or cleaning my house. And it was sooooo boring. There were times when I actually had to have a wet cold washcloth by my keyboard to wipe my face with to stop from falling asleep. It just took so darn long to make a single scroll...nevermind level. My armorsmith got to level 24 the old way. It was so uninspired, so unfun, so completely hohum. I had to work for hours just to create usable armor. It was a huge pain. And if ANYONE asked me to craft for them I pratically wanted to scream....and rip all my hair out. Hahaha. When anyone asked for any type of craftable I had to reaaaaaaalllyy like them to say yes :p It was like a job. And I don't know about you...but I pay to play to have a goodtime, not do chores. I respect that alot of people enjoy having the 'work' in a game. Maybe they don't have enough to manage in real life, or maybe they just enjoy doing those kinds of things. I love crafting, I like making things. It's fun. However...I got no joy out of crafting sub's. First make the alchemy junk (1-2 hours), then process the wood into paper (1 hour), make the inks(1-2 hours), make the quills( 1 hour)....now you can finally make some scrolls. I'd really rather it not go back to that. Tradeskilling is one of the main reason I play really, and the revamp brought me back. If it went back to the way it was I would probably leave. Blacksabath
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Britehawk (66 Warden/50 Provisioner) - Test Blacksabath (66 Necromancer/74 Sage) - Test Infinium (37 Paladin/65 Armorsmith) - Test Illiandreth (76 Shadowknight/ 34 Jeweler) - Test |
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#38 |
Server: Crushbone
Guild: Sentinel
Rank: Squire (50,000 status)
Loremaster
Join Date: Nov 2004
Posts: 11
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LadyEternity wrote:
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#39 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
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zaneluke wrote:
Homebrewer wrote:Just in case in your anger you did not notice.The game is dying. From when the gamed launched to now they have tried hard to make it like WOW. Ok im sorry for all of you that just got angry. Its true and you know it. From the little "fetahers and books" over the quest people, to the simple craft system. LON anyone? Server merge? Look, this is a game people want to have fun, you are a small small small minority that wants a hard game. Truth be told, people play these games to relax.The game was made easy.And with more crafters = less need for obscene amounts of plat = less farmers.Simple math A) the game is not dieing infact while its currently very slowly(mainly because there is an expaintion in a few weeks) growing B) once again ANYTHING you point to and say it makes it "Like WoW" I can point to another game, many made by SoE, in wich it was done first. C) How does adding in a differant form of /gems in LoN prove anything about the game going down hill. D) Um Server Merge? the last time there was a server merge(other then ONE PvP server in Europe that never took off) was nearly 2 years ago. |
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#40 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
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VladisSar wrote:
You really should take a look at SWGs crafting system(atleast pre-NGE don't know how it is now), but personally I think a version of that would be really good for EQ2. It had sub-combines but you could batch them(in a factory), and most of them altered the base product in some way, not only that but your Skills in Experimentation had a direct effect on how good a partcular iteam was, it accually made it so that you could tell the good crafters from the bad ones. Granted they could not do a system as complex as that with out a HUGE revamp of more or less the entire game, but adding in the ablity to augment the base stats of an iteam(and having those augmentations cost the quality of the iteam in some other area) would be good and I would suport that, but just making a Preliminary iteam in order to make a Preliminary iteam of a Preliminary iteam to a sub-combine of a final product was just tidius and IMO basicly the same thing as standing at Twin Tears in SS and killing one dynamic spawn point of lizzardmen over and over. |
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#41 |
Server: Venekor
Guild: Dark Vengeance
Rank: Member
Loremaster
Join Date: Oct 2006
Location: Connecticut
Posts: 4,262
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VladisSar wrote:
Untrue. If this were true of the player base, we'd all be elbow to elbow in my trade skill instance on Venekor and the PvE servers would have whithered up and vanished.Today's new generation of gamers want instant gratification with little or no risk/effort. Unfortunately, those of us who enjoy a challenge feel the trickle down as games are modified over the years to accommodate the entire player base.I enjoy the TS system the way it is now because I've found other ways to challenge myself instead. Come join me during prime time while I harvest in popular zones on a PvP server if you're not sure what I mean. ![]() |
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#42 |
Server: Butcherblock
Loremaster
Join Date: May 2006
Posts: 1,697
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1. No return to subcombines etc!If you want to return to cross-dependancy, level a few tradeskillers (including a transmuter and a tinkerer) and start making gear with adornments2. Tradeskill and Adventure Loot are balanced!Please remember that the highest level of tradeskilled clothing that can be created are level 62 mastercrafted.Naturally these will not compare with level 68+ legendary or fabled.This is end game, if you could tradeskill compariable stuff there would be nobody in raid instances!Wait for RoK to come out and you'll see everybody clammering for 72 mastercrafted (at least those not full fabled).
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#43 |
Loremaster
Join Date: Sep 2005
Location: Reading, England
Posts: 2,309
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Condar Tarsonia wrote:
Terron@Splitpaw wrote:Some crafting quests ideas:Condar Tarsonia wrote:To reiterate, I seriously doubt we'll ever see subcombines again, Subcombines in then sense of combines you have to do to make ingredients for the final combine still exist in at least 2 ways - imbued items need a normal item as a sub combine and the Wyrmslayer HQ is done in several steps.I wouldn't consider imbued weapons a source of subcombines though, but I guess it depends on how you're defining subcombines. When I think back to what they were, a subcombine was an item that had no use other than to make a final product. When my jeweler makes a ring the only purpose I have for it is to imbue it. Making imbued items was sort of tacked on, so it used a final product in addition to something else to make it better. This is similar to the idea VladisSar posted, in that other items could be used to improve an item further through crafting. I would much rather have seen a system like this than the current adornment system, but it's too late for that I suppose.As to the Wurmslayer HQ, I haven't done it, so I'll give you that one
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#44 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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Banedon@Antonia Bayle wrote:
1. No return to subcombines etc!If you want to return to cross-dependancy, level a few tradeskillers (including a transmuter and a tinkerer) and start making gear with adornments2. Tradeskill and Adventure Loot are balanced!Please remember that the highest level of tradeskilled clothing that can be created are level 62 mastercrafted.Without disagreeing with your point, you're wrong about that lvl 62 mastercrafted part. Linky. |
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#45 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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Calthine wrote:
Banedon@Antonia Bayle wrote:I'll partially disagree with his second point but not only have we beaten it to death in almost 2 years, there is a new dev, a new dev team philosophy and RoK launches in less than a month so the point is about to be moot (at least I hope so).1. No return to subcombines etc!If you want to return to cross-dependancy, level a few tradeskillers (including a transmuter and a tinkerer) and start making gear with adornments2. Tradeskill and Adventure Loot are balanced!Please remember that the highest level of tradeskilled clothing that can be created are level 62 mastercrafted.Without disagreeing with your point, you're wrong about that lvl 62 mastercrafted part. Linky.
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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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#46 |
Loremaster
Join Date: Sep 2005
Location: Reading, England
Posts: 2,309
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Banedon@Antonia Bayle wrote:
2. Tradeskill and Adventure Loot are balanced! Not all of it is. Please remember that the highest level of tradeskilled clothing that can be created are level 62 mastercrafted.Naturally these will not compare with level 68+ legendary or fabled. Level 60 legendary armour is better than level 62 mastercrafted, though often harder to obtain. This is end game, if you could tradeskill compariable stuff there would be nobody in raid instances! There would still be those of us who raid to get quests done, rather than for loot. Wait for RoK to come out and you'll see everybody clammering for 72 mastercrafted (at least those not full fabled).That will help armourers quite a lot for a while, but probably not weaponsmiths since it is so easy to get a T7 legendary or fabled weapon which going by past tiers will be better than any T8 mastercrafted weapon. I have doubts whether it will be better than the level 67/68 legendary I have in a couple of slots. |
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#47 |
Loremaster
Join Date: Dec 2004
Posts: 1,178
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![]() I liked the old system better from a satisfaction standpoint, but I understand why they made the changes they did. The new system served two main purposes in my mind. It made crafting more accessible and also eased the development requirements. This change resulted in more player hours per unit of dev time. As I said I like the old system better, but if the changes were required to keep crafting "vital," then so be it. I still enjoy crafting by the way, even though I don't get as much "satisfaction" from it.
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Come play EQ2...we have SOEmote, Dungeon Finder, and Dungeon Maker. |
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#48 |
Loremaster
Join Date: Nov 2004
Posts: 373
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a1will wrote:
I think you missed the posts saying Provs have one of the fewest recipes... Domino stated it was less than half of what Woodworkers get. |
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#49 |
Loremaster
Join Date: Nov 2004
Posts: 543
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ke'la wrote:
zaneluke wrote:A) The game will see an increase in player base when the expansion comes out. I agree. But when you log into the game and there are less than 10 people in any given zone during prime time you have low population issues. SOE has to do something to up the player base, or this game will just turn into another EQ1. A very exclusive game with a small die hard fan base. B) I played two tons to max level in EQ2 , went to WOW and did the same there. Came back to EQ2 and was blown away. Quest indicators,removed access quests,revamped broker,revamped crafting.... the game was made simpler just like wow. Do you not think SOE had people trying to catch what was attracting 10x as many people to wow????? please. I bet there were and still are focus groups trying to figure out why wow has 10x the player base. C) If you can not see right away what the huge issue is with putting a card game smack dab in the middle of an RPG.........D) Ill bet ya some plat that before end 2008 you have either #1 a HUGE resurgence of players or another server merge.Just in case in your anger you did not notice.The game is dying. From when the gamed launched to now they have tried hard to make it like WOW. Ok im sorry for all of you that just got angry. Its true and you know it. From the little "fetahers and books" over the quest people, to the simple craft system. LON anyone? Server merge? Look, this is a game people want to have fun, you are a small small small minority that wants a hard game. Truth be told, people play these games to relax.The game was made easy.And with more crafters = less need for obscene amounts of plat = less farmers.Simple math |
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#50 |
Server: Antonia Bayle
Guild: The Dharen Empire
Rank: Leader
Loremaster
Join Date: Jun 2007
Location: Western massachusetts
Posts: 54
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Please! bring back sub-combines. after stumbling on an old tradeskilling guide. I am appalled by the new system! i came here "to eq2" from World of Warcraft, because i sought complexity. WoW is far too simple and shallow for me, and that was EQ2's appeal. Complexity!after reading about the old crafting system. i have a deep craving, to see it returned to the game. the idea of a more deep and rewarding, system makes me almost giddy. here are some of the advantages i see in bringing back the old crafting system. Advantages 1."depth' the sub-combine system is deep and requires lots of thought. unlike the super simple. and IMO boring current system2. "value"it would bring some normalcy to the game economy, right now, even decent items sell for MUCH less than the sum of their parts. as much a 75% less then the mats that are used in their creation.3."uniqueness" no other game, except maybe vanguard. has a Really complex crafting system. if you can even count the laggy grind fest that is vanguard, as a game. adding a complex crafting system, will further set EQ2 away from the pack, becoming truly unique, and fun. making the game simpler or more like anything else is the WORST idea possible. think coke making their soda more like Pepsi, Pepsi was popular. but coke was unique. right now, its time to go back to coke classic
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#51 |
Loremaster
Join Date: Nov 2005
Posts: 111
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zaneluke wrote:
B) I played two tons to max level in EQ2 , went to WOW and did the same there. Came back to EQ2 and was blown away. Quest indicators,removed access quests,revamped broker,revamped crafting.... the game was made simpler just like wow. Do you not think SOE had people trying to catch what was attracting 10x as many people to wow????? please. I bet there were and still are focus groups trying to figure out why wow has 10x the player base. on a subject of WoW uberness: My good RL friend fi a die-hard WoW fan, from day one. I spend 2 years tryign to convice him to join eq2 (we played eq1 together) - but stil with WoW. What is most funy, that the this die-hard wow fan only log in TWICE a week for about 2 hours to raid with his guild... He never logs in otherwise. There is absolutly NOTHING in game to keep him playing "just for fun", not solo, not grouping. He don't even won't to start an alt - cuase he seen everythign, been everywhere. And this hasnt happened just now - this been going on for last years Now speaking of actual numbers: The US/Europe player base of WoW is 1.7 million vs eq2 450k - thats hardly 10x times dffirence. The WoW which is run in Asia, wher most players play of "shards" - non official (free) servers is about 6 mln. But gues what - Eq2 is not avaiable in asia at all - and mayby it woudl have player base of 50millions if it would be avilable. So we arriving at is that legit WoW population in equaly covered area is only 4 times bigger that eq2. Given highly limited WoW play content - i simply feel sorry for those kids
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List of Current EQ2 problems: 1) Save TS: bring back the sub-combines! 2) WE NEED MORE CHAR. SLOTS!!! Join the char rerol option movement! |
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#52 |
Loremaster
Join Date: Nov 2005
Posts: 111
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![]() A very good observation Minoru! The original crafting was prety close to that of a raiding - people with dedication and effort to learn all the tricks and perks- were highly rewarded (and unlike raiding you did not had the penalty of forcefuly staying in lace for hours till raid ends- you can amke 1 item and go something else). Those who could not put together why raw ore convets into iron bar - went on their way farming plat wihotu ever lookign back. When devs decided that "OMG! So many people can't craft! Lets make it easy!" - they effectivly ruined it for thsoe people who COULD craft. Why I liked old style crafting? Cause it was smular to raiding - raiding is not for everyone, neither was crafting - and IMHO - it was good. So fine - you made crafting for EVERYONE - hurray! - now where 5% of players used to craft and had huge benefit to themselves, now 99% of the people can craft - with almost no benefit at all for ANYONE. Crafted armor and weapons are nothing but a filler. 3 days ago i started a new alt- a brigand. When she hit 10 I gave her full suit of iron chain and weapons. Guess how long they served me? 2 hours after I went playing - both my weapons and half of the armor were replaced by far superior quest reward gear. And those are NEWBEE quests! By lev 14 - my entire crafted was gone comlitly. I wonder why I even bothered preparing that set for my alt which become obsolite 4 hours later Here is a Mastercrafted sme will say!!! yes there is!.. And chances of geting mastercrafted for free (mining yourself) are FAR WORSE than geting 3-4 people together and going after a heroic named. And gues what - the Legendary still better. On a point of carbon+iron=steel... /sigh I been saing that since day one the reply i got was "this a magical world!!! Bronze is a naturaly occuring metal!"
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List of Current EQ2 problems: 1) Save TS: bring back the sub-combines! 2) WE NEED MORE CHAR. SLOTS!!! Join the char rerol option movement! |
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#53 |
Loremaster
Join Date: May 2005
Posts: 153
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Subcombines in then sense of combines you have to do to make ingredients for the final combine still exist in at least 2 ways - imbued items need a normal item as a sub combine and the Wyrmslayer HQ is done in several steps.I wouldn't consider imbued weapons a source of subcombines though, but I guess it depends on how you're defining subcombines. When I think back to what they were, a subcombine was an item that had no use other than to make a final product. When my jeweler makes a ring the only purpose I have for it is to imbue it.That still doesn't make it a true subcombine as they were in their original form, which was my point. Before it's imbued, the ring is still a 'final product' and does not require it be imbued to be used. Is it useful in its unimbued state? Maybe to some... but that still doesn't make it a subcombine as I defined it, which is how subcombines that people are referring to were. I think we can agree on that point? Making imbued items was sort of tacked on, so it used a final product in addition to something else to make it better. This is similar to the idea VladisSar posted, in that other items could be used to improve an item further through crafting. I would much rather have seen a system like this than the current adornment system, but it's too late for that I suppose.As to the Wurmslayer HQ, I haven't done it, so I'll give you that one
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#54 |
Loremaster
Join Date: May 2005
Posts: 153
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Some crafting quests ideas:
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#55 |
Loremaster
Join Date: Nov 2005
Posts: 111
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![]() "In regards to giving back throwing weapons to weaponsmiths, I think that's a fine suggestion - but then don't you need to make up for the recipes you just took away? Although I wouldn't be sad to see them go, as they're not very big sellers, but that's basically an entire levels worth of recipes." Combine Woodworkers with Carpenter =) a while ago I gave up ability to make Boxes - hell one of the MOST profiteable cafted items, to make my own bow and arrows.... What a fool I was... My ranger only need 1 Bow each 10 levels, and arrows are as cheap as 1 copper....
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List of Current EQ2 problems: 1) Save TS: bring back the sub-combines! 2) WE NEED MORE CHAR. SLOTS!!! Join the char rerol option movement! |
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#56 |
Loremaster
Join Date: May 2005
Posts: 153
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Minoru@Permafrost wrote:
Please! bring back sub-combines. after stumbling on an old tradeskilling guide. I am appalled by the new system! i came here "to eq2" from World of Warcraft, because i sought complexity. WoW is far too simple and shallow for me, and that was EQ2's appeal. Complexity!after reading about the old crafting system. i have a deep craving, to see it returned to the game. the idea of a more deep and rewarding, system makes me almost giddy. here are some of the advantages i see in bringing back the old crafting system.As noted previously in a link to one of Domino's posts, it is highly doubtful we will ever see the old system again. So while changes to add in some similarities to the old system may be worthwhile arguing for, trying to get the 'old system' back is most likely not going to happen. Please look back to the post I'm referencing for details of Domino's explanation. Advantages 1."depth' the sub-combine system is deep and requires lots of thought. unlike the super simple. and IMO boring current systemIt was deep in the sense that it took an inordinate amount of steps to make an item. I don't understand why people believe this makes crafting 'more fun' - you're going through the exact same motions to make worthless products, which is just a timesink, to eventually make something worthwhile. If that's fun to you, more power to you - but it does not seem to be fun for the majority (which is presumably one of the reasons it was changed previously).2. "value"it would bring some normalcy to the game economy, right now, even decent items sell for MUCH less than the sum of their parts. as much a 75% less then the mats that are used in their creation.I don't see much of anything bringing 'normalcy' to the economy. Handcrafted items? Yep, they sell for nothing (in most cases, except consumables). Mastercrafted items? They still make some profit, depending on the item. What I feel a lot of people fail to see is that just because you bring back the 'old system' that is more time-consuming (not necessarily difficult), does NOT mean the items will be reconfigured to be any better than they are now - the items could easily be changed to be better without making them any more of a timesink.3."uniqueness" no other game, except maybe vanguard. has a Really complex crafting system. if you can even count the laggy grind fest that is vanguard, as a game. adding a complex crafting system, will further set EQ2 away from the pack, becoming truly unique, and fun. making the game simpler or more like anything else is the WORST idea possible. think coke making their soda more like Pepsi, Pepsi was popular. but coke was unique. right now, its time to go back to coke classic |
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#57 |
Loremaster
Join Date: Nov 2004
Posts: 391
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![]() OMG please dont go back to the way crafting use to be it was like pulling teeth for me. There are some good idea,s here but going back to subcombines would be the end of crafting for me . |
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#58 |
Loremaster
Join Date: Nov 2004
Posts: 373
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The best part about not having the God-forsaken subcombines is that I can now do what I made crafters to do... make stuff for people who need it. I use to turn down work all the time on my alchemist in T5, because it wasn't worth the amount of time to make spells/poisons/potions unless I had the stuff all ready for combines (inks ready to go). If somebody wanted something from a previous tier, they were out of luck. You had to be a really good friend for me to make anything that I didn't have ready to go.Now, I don't mind making anything, even for folks I never met before. It isn't unheard of for me to make a couple items for complete strangers if I start to head to a raid early. The last time that happened, somebody wanted a pair of level 50 Adept IIIs, one wizard and one warlock. Whip them up as I head out to the raid, drop them off in SS and then hop into the portal. That was impossible with subcombines, unless you had the stuff from EVERY tier premade and taking up space in your inventory/bank/vault.Screw that. I'd much rather be able to service my customers than dealing with that crap and turning people away again.
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#59 |
Server: Antonia Bayle
Guild: Eternal Odyssey
Rank: Member
Guardian
Join Date: May 2007
Posts: 62
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Gorhauth wrote:
a1will wrote:This is the amount of recipes from the essential volumes for all professions in T3:Sage – 178 recipesAlchemist – 118 recipesJeweler – 116 recipesTailor – 62 recipesCarpenter – 51 recipesWeaponsmith – 50 recipesArmorer – 40 recipesWoodworker – 38 recipesProvisioner – 37 recipesI think you missed the posts saying Provs have one of the fewest recipes... Domino stated it was less than half of what Woodworkers get. |
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#60 |
Loremaster
Join Date: Nov 2004
Posts: 373
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Shadowfire wrote:
This is the amount of recipes from the essential volumes for all professions in T3:Woodworker – 38 recipesProvisioner – 37 recipesThis is the amount of recipes from the advanced volumes for woodworker and provisioner in T3:Woodworker - 26 recipesProvisioner - 0 recipesTotal recipes in T3:Woodworker - 64Provisioner - 37Edit: And that still doesn't explain what drugs the poster was on when he stated that Provisioners were up there with Jewelers, Alchemists and Sages in ease of leveling due to the number of recipes. |
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