|
Notices |
![]() |
Thread Tools |
![]() |
#271 |
General
Join Date: Jul 2008
Posts: 242
|
![]() Mikaila wrote:
Id love appearance items. Itd make the corresponding classes a bit more interesting, and create a new market. Being able to sell boxed up appearance sets maybe, as well as individual parts. EQ has a lot of really nice appearances for armor, but good luck ever assembling one. Either the underlying items cost 5p+ on the broker, or they just arent all available and come from some hard group or raid zone. If you just want the appearance, tough luck. |
![]() |
![]() |
![]() |
#272 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
|
![]() Its extremely boring and tedious. Without an overhaul of the system itself I say make crafting need more attention, and successful crafting result in MUCH more experience. If not that just make it simple. Current system is 'difficult and challenging' the same way turning a big crank for hours is 'difficult and challenging.' Making it simpler would be like just hooking up a motor to the crank you have to switch on or off. People talk about doing 123 or 456, I've seen people craft hitting 135 the ENTIRE time, just takes a bit longer, a few seconds really. Right now the system is in a bad middle area where we have to do an extremely simple things for hours. Either get rid of the tedium or make it much more involved with bigger rewards of exp. I'd say make it so people can get a level simply by making one of each handcrafted, non imbued item at their current level. So if at 45 I got 10 new recipes for handcrafted, non imbued items, I should be able to get 46 by making 1 of each, 10 combines. I wouldn't mind crafters being able to make some entry level raiding stuff but they should never be able to compete with stuff that actually drops from current raid content. Also shouldn't need a crafter to make/finish a drop from a raid zone like needing a tailor to make a piece of armor out of a pattern that dropped in a raid zone. I see the new raid arrows as different from this since they are consumables. Only system I have actually enjoyed is on Fallen Earth. Crafted stuff is basically the best stuff you can use leveling up, and to craft you just need the components and hit a 'make' button. It then sits in your queue for a predetermined amount of time then when time is up its done crafting. You can set a queue of 15 items and it will keep going even if your offline. Being in a crafting area while its going speeds it up, but it will still keep going even if your dungeon crawling. |
![]() |
![]() |
![]() |
#273 |
Loremaster
Join Date: Nov 2004
Posts: 78
|
![]() Lateana@The Bazaar wrote:
I've been playing since launch and I don't ever remember a time when you couldn't just click the node. I never used the icons. |
![]() |
![]() |
![]() |
#274 |
Loremaster
Join Date: Aug 2005
Posts: 62
|
![]() Tradeskilling is really boring in EQ2, although I think there has been done a lot to make it less tedious (quests, tradeskillzones etc.). Itemisation is also screwed up. In Tier 9 Mastercrafted armor is useless and therefore not sellable, while on lower lvl tiers MC armor is way overpriced.... A few suggestions, thinking out of the box also. 1. Did you ever consider tradeskiller as a class. You could make an outfitter class for example. They cannot participate in adventures and cannot fight mobs. They can only stay in towns or/and special places where markets are. They make items, spells, jewelry, etc. etc. from materials all over the world. They need to buy them from others, get them from friends or get them from the same chars on their account who are a non-tradeskill class. 2. The money they earn from selling their goods cannot be reinvested in the real economy but is instantly transformed into tradeskill tokens. The tradeskillers can trade their tokens for special spells, to [Removed for Content] their store, to gain extra store-room, to gain special recipes, titles etc. etc. To maintain a title, you could set some requirements. perhaps a good thing would be special tradeskill status points. 3. In the end tradeskillers play a very special role and create a real economy. To avoid some monopolies in the market by some heavy tradeskillers who could become to powerfull, you could create a situation where as the tradeskiller gets bigger, more room, more status, he has to move to other places to sell his goods, where he cannot sell 'lower tier' goods for a small price to keep newcomers out of the market. 4. An alternative for the tradeskill class to gain tokens beside selling to players is to do quests wich gain tokens and/or faction etc. 5. Make only 1 tradeskill class available per account. (make 3 or 4 different ones) 6. Stop with the tradeskill classes at lvl 90. People with a lvl 90 tradeskill toon have to make a new tradeskiller from scratch, but they will get an honorary title so people can always see that this person used to have a lvl 90 tradeskill toon before the revamp! The above is far from balanced and thought out thouroughly, but it could be an interesting thing to stop with the tradeskillers as they are now (only muters, adorners and tinkerers remain) and make true and pure tradeskill class who can only create and sell/buy items/goods.
__________________
http://i30.photobucket.com/albums/c3.../signebu01.jpg |
![]() |
![]() |
![]() |
#275 |
Loremaster
Join Date: Nov 2004
Posts: 192
|
![]() DominoDev wrote:
Hey Domino, Glad to this posting from you. There are a lot of responses so I did not read them all and this idea may have already been stated. But, I am not a fan of TSing. I do have 1 90 Sage but that is it. What would really have made TS work for me (draw me more into it) was if we had a system much like what DAoC (Dark Age of Camelot) had a few years ago. In all the MMO's I played I believe they really nailed down the TS concept. They did it in such a way to make it enjoyable, have some level of difficulties (cannot be all easy, right) and also encouraged both players and TS'ers to work together. For those not familiar with this process it was like so. You needed some Plate Armor so you would seek out an Armorsmith. They would then craft your armor piece, without any stats of any kind. The quality of the armor would determine how much in items could be placed on it. So your goal would be an item with 100% quality. Now you have your armor. Next, you would go in search of a Spellcrafter. They are the ones that are able to add the stats you specify to the armor. They would have to calculate the points you could spend on the item but so long as you did not exceed your points you could have any stat you desired. It could be one stat or several stats. Now you have an armor piece with stats custom to your needs and unique. After this you would then seek an Alchemist who could imbue the armor for you with either a passive or reactive ability. Once this was done you would then attune it to you (much like EQ2) so that you could use it. This concept, to me, made TSing worth while. In DAoC I was maxed level in many TS's because of this sort of thing. Now, while I would love to see this sort of overhaul, I also understand that they may be a few reasons not to do it, such as DAoC holding some sort of copyright on the process or the amount of work to redo the TS engine in EQ2 but, still, would be nice to have it considered. Just some thoughts.....your views may varie.....
__________________
|
![]() |
![]() |
![]() |
#276 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
|
![]() Zlar@Befallen wrote: They did it in such a way to make it enjoyable, have some level of difficulties (cannot be all easy, right) and also encouraged both players and TS'ers to work together. For those not familiar with this process it was like so. You needed some Plate Armor so you would seek out an Armorsmith. They would then craft your armor piece, without any stats of any kind. The quality of the armor would determine how much in items could be placed on it. So your goal would be an item with 100% quality. That's how it worked when EQ2 came out, wasn't very popular with people including myself. The basic interdependency between tradeskill classes to ultimately get a final product I mean. This with the fact you needed a lot more exp to get levels compared to now. |
![]() |
![]() |
![]() |
#277 |
General
Join Date: Nov 2004
Posts: 103
|
![]() takes to long to level up and there isn't any money it edited Yeah... the botters flood the market, there's very little money to be made.. get more from just selling the rares (to the botters) I regularly see things on the market for less than what the rare would sell for. |
![]() |
![]() |
![]() |
#278 |
Loremaster
Join Date: Jan 2006
Posts: 30
|
![]() I am a veteran of the original tradeskill vision for EQ2 (refining materials, alchemical reactions, and shoddy-pristine combines), so I am ok with the way things are now in general. However there are a couple of things I would like to see implemented: 1) Customization, I would like to be able to add different appointments to the things I craft, maybe different colors, or different fittings (such as a variety of hilts for swords). As an armorer, there are quite a few sets of armor I like, but would like better if I could do them in different colors. 2) Preview Mode on the broker, I get tired of having to look up what something looks like on Zam or EQ2i. 3) Even with the adorning system in place, I think there is still room for crafters to be able to add damage or resist bonuses, or proc affects to items while in the crafting process. For example, does standard Titanium Longsword have to do the same damage and have the same stats. Maybe a crafter can add a rare material to raise the damage a bit, or do something like give it a fire DoT? I am sure I am treading on some adorning territory, but I am sure there are ways to do it without hurting the adorning business.
__________________
Antonia_Bayle's 1st Level 18 Shadowknight "For every man you don't kill, Chuck Norris kills seven." |
![]() |
![]() |
![]() |
#279 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
|
![]() Draagun wrote:
if by very little you mean "around 100p a week" I'd agree. My armorer made 58p yesterday. |
![]() |
![]() |
![]() |
#280 |
Loremaster
Join Date: Jun 2005
Posts: 9
|
![]() It's what drew me to EQ2 back in 2005, and it's why I'm playing it now. Nuff said. Oh all right -- I *would* like to see the MC stuff be a little more competitive with loot, though I gather that's coming. I think tinkering and adorning are the biggest pains in the backside one could have devised (apols to whoever *did* devise them), primarily because they work like skills and not like crafting levels; and secondarily because they fairly clearly seem to be designed as high level item- and money-sinks. If that were a side-effect I wouldn't dislike them so much, but it seems to be the primary purpose and the stuff you can make is a distant second. So yeah... rabid crafter (yes, I have level 90s) but I can't stand tink/adorn. On the bright side, I also don't have to mess with them -- so I don't. Other than that -- I'm an ardent Domino fangirl. All the changes that brought hubby and me back to the game over a year ago seem to be your doing. Here, have some laurels. Now don't rest on them! No time! Moar content! |
![]() |
![]() |
![]() |
#281 |
Loremaster
Join Date: Nov 2004
Posts: 183
|
![]() Laiina wrote:
Mass production is only really required for consumables. Most of them have it. You make stacks of 100 arrows, for example. The exception is provisioning, which makes things 2 at a time. It is annoying enough that, while my highest level crafter is a provisioner, I'll sometimes buy food/drink for my characters rather than making it myself. I'll get worse food, with worse durations, wrong stats, and pay for it, rather than use my highest level crafter to do it for myself. As to the comparison to other games, in those games, including WoW, I spent less time gathering materials and less time skilling up in those games. Of course, it is that way in WoW for a reason, as every character there is expected to have 2 tradeskills 400+ for the crafting bonus. Selling to other players? That's just for a select few that choose to do so. And speaking of WoW, not too long ago they simplified their harvesting process, due to issues of players fighting it out over rare nodes. One click per node to get it all. You know, I'd really like to see that for EQ2 as well. I don't care if it takes 15s base, with a gathering given every 5s of that. But sparing me the clicks would be nice. |
![]() |
![]() |
![]() |
#282 |
General
Join Date: Nov 2004
Posts: 1,805
|
![]() I used to be an avid tradeskiller and while I still tradeskill, I don't like I used to. Honestly, if you want to do a crafting revamp. Look at Vanguard for ideas, from what I played of it in beta, it had one of the best crafting systems I've ever seen. One where the choices you made actually impacted your ability to complete an item. Do you add more material, do you not. Do you counter that effect (costing points to do so) or do you hold off and hope it goes away? It is the choice and risk that make it fun. The ability to actually impact what you are doing rather than simply pressing 1-5-6 over and over until done.
__________________
Ancient Council Jalathan T'Varik (90 Paladin) Rhapsodee Windsong (90 Troubador) Garaok (90 Brigand) Tytherian (90 Templar) Shaydroth (51 Illusionist) Raston Roderick (28 Assassin) Saphyrria (21 Warlock) Concordia Discors Jalathe Stoneshield (34 Guardian) |
![]() |
![]() |
![]() |
#283 |
General
Join Date: Aug 2008
Posts: 571
|
![]() Firstly there is far too much supply and not enough demand and not enough items that are significant. This is a problem in every MMO crafting system that has nearly all tradeable crafts. The broker window should have an additional button to simply sell an item to npc trash immediately, especially when you realise it's selling for less than the fuel costs. Portable aa mirror craft, storing 3rd aa spec, with 1 hour reuse and so on. Well second item on the list has a huge impact on whether being a "crafter" is a fun or viable activity, and yet is nothing to do with tradeskilling. Of the limited things that can be sold, Veteran Reward salesman crates often mean that the market is nearly closed to all new players for the first 3 years. Crafting items for sale results in vet players with the 10% lower sales cost simply dropping their prices to a point where they are still making a 9% markup and anyone else is losing money. The fantasy that people travel to houses to buy crafted items has little basis in actual gameplay, maybe I'll travel for some T9 experts, that's it. Initially we were really interested in the crafting sphere, and have all crafters but weaponsmith (now) but the vet reward crate killed all our interest off completely. Now just as I'm about to receive mine I have long ago lost interest in the crafting sphere. I might log on 1 of our crafters if I need a consumable that isn't being sold on the broker, but mostly I'll pay whatever just to get what I need and get back to adventuring/raiding. I can't really persuade anyone else to craft either, doing tinkering pretty much destroys any interest in seeing the crafting menu - and it's just a total pain to take off gear and buffs put on crafting stuff so that the energy drain is manageable for any extended crafting. Weaponsmiths appear to have no point at all I deleted mine to get the slot back. The crafting epic was a cool idea, other family members really enjoyed it, I'll finish it off with 1 of my crafters at some point, although I never want to do it on the day when the required tradeskill instance is up. A lot of consumables need to have a mass production recipe to be crafted for a bit longer/harder with 10x the resource cost, 10x the end product, and 10x the stacking capacity. Totems need to stack to 100, not 5, no really 100, I'm not kidding, 100. Did I mention 100. A colour scheme for level & function (current icon colour for type and background colour for level if ur lazy) would help a lot with the "which of the 25 grey totems do I need to use, hold on while I mouseover for 2 minutes" Tinkered items need to stack vastly better.
__________________
retired |
![]() |
![]() |
![]() |
#284 |
Loremaster
Join Date: Nov 2006
Posts: 3,870
|
![]() Likes:
Dislikes:
|
![]() |
![]() |
![]() |
#285 |
Server: Antonia Bayle
Guild: Carnival of Khaos
Rank: Ass Tard
Loremaster
Join Date: Oct 2005
Posts: 1,566
|
![]() I personally was not a fan of the Vanguard tradeskilling. The general idea of having to control various elements that would in reallife determine the quality of an item was fine. But it worked in reverse of how other games handled it. And I for one never once managed to complete an item to 'A', and trust me, I'm not a tradeskill newbie, nor do I usually fail (in eq1, eq2) as badly as I did there. Please don't do that to me here. I TS on my carp and woodworker extensively, in all honestly because I have decorator commissions, and with a Ranger as a main, nuf said. My provi in particular I find very tedious, and even knowing I need food and drink for the clan, I can barely bring myself to log the alt and get down to it. Can't put my finger on why, its not really more tedious that other skills, but it just seems like it takes forever to get a stack of anything, and the chance of failure seems so much higher, and writs get completed down to the wire, that I can't do it while multitasking (which is my usual TS strategy). Beyound that, I think I mostly can't find the time. If I'm in game I hope to be involved more actively, and when I TS its because I couldn't get a group, am generally feeling bored, or I'm squeezing in a quick writ or 2 before a scheduled event. Bu I don't want it to be click a button and be done either, so I'm not sure where that puts me. I know you would never ever do this, but wouldn't it be nice if I could lock a toon in a special shop instance with the proper mats, queue her up to make a stack of food, and walk away while she does it. A special instance, a % hit for not being there, Ia definate limit on how many, how many per day, etc, I don't know. and I realize the bot potential is huge, but there you go. I'd progress faster and not end up with the whole, I'm 60 adv, and 10 TS with no will to grind the difference. |
![]() |
![]() |
![]() |
#286 |
Loremaster
Join Date: Aug 2006
Posts: 375
|
![]() Pauly@Befallen wrote:
How the hell did you manage to do that? The most I've ever made has been 2p 40gp in one night. |
![]() |
![]() |
![]() |
#287 |
Loremaster
Join Date: Aug 2006
Posts: 375
|
![]() I agree with one of the other posters. Remove the three clicks harvesting to get it all. Give us one click and we're done. Much much better. |
![]() |
![]() |
![]() |
#288 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
|
![]() MoiraesFate wrote:
not many armorers on my server bother to sell items. I price Steel Vanguard at 2p each, Feysteel and Ebon at 3p 50g each and Cobalt at 5p each. Sounds high but its not much more than the rares on my server. I harvest my own rares instead of buying them off the broker. It sells rather quick as I'm the cheapest on the broker at those prices. |
![]() |
![]() |
![]() |
#289 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
|
![]() MoiraesFate wrote:
You have to susbtract the market price of the rares used, for almost any tier the market price of mc armor is lower or equal to the rare price. It's quite normal since with a rare you a still free to choice what to make (and you may get disco xp). My taylor margin used to be around 20 gold per piece when she sold her production. She does not bother anymore. A T9 master goes for 1000 times that. |
![]() |
![]() |
![]() |
#290 |
Loremaster
Join Date: Sep 2005
Posts: 472
|
![]() Small change but a few professions have reaction arts that look remarkably similar and can cause you to misclick the reaction art. It'd be a small change but welcome if you had three very different lookign reaction arts like, for example, the Sage does. |
![]() |
![]() |
![]() |
#291 |
Tester
Join Date: Dec 2004
Posts: 1,307
|
![]() I wish all crafts, including Tinkering and Adorning, had their own unique icons, because it does get confusing and you hit the wrong icon, because it's the same icon in a different position.
__________________
GrunEQ2 "O to be a voyager and a yoyeur no longer." |
![]() |
![]() |
![]() |
#292 |
Loremaster
Join Date: Feb 2005
Posts: 43
|
![]() Havent read all 20 pages but... Would love to see more crafter type quests that also take us to new AA disco spots. I have a toon I am experimenting with on Test that is leveling solely on non aggressive (ie. not killing) means such as collections, delivery type quests, crafter quests. There may be others who enjoy the wonderful world of Norrath but dont particularly want to be violent ;p Domino I loved the crafter epic quests you created for T8 and T9! Woohoo. Would appreciate similar quests for lower level crafters ;p Sciari |
![]() |
![]() |
![]() |
#293 |
Loremaster
Join Date: Feb 2006
Posts: 885
|
![]() I tradeskill to support my alt army. Do I like it? No. It's repetitious and boring. Drool on the keyboard mind numbing at times. Missing a reaction often doesn't really do anything, and then several ticks later a critical failure when nothing went wrong.... odd. Suggest make missing a reactive really matter, but get rid of spontaneous crit fails. Perhaps increase the rate of a crit success when you have an ever increasing number of consecutive successes. This would make it worth paying attention, which currently is not the case. Make the rare events a bit more showy - sometimes you are so mind dead from boredom that it's only when you finish that you find a spare rare or doubled up mastercrafted item - check the logs and there it is. Maybe make an acknowledgement window when it happens. Decrease the xp for a new item made and increase the xp for a repeat - that way those who need to repeat items to level don't have to make 10 of an item while the scholars have more than enough new items to make a level in minutes. level theplaying field a bit basically. Decrease both the number of recipes requiring roots, and also the number of roots required for those that do. |
![]() |
![]() |
![]() |
#294 |
General
Join Date: Nov 2004
Posts: 20
|
![]() Hykaree@Runnyeye wrote:
My solution to this would be to add a few npc to each city, raw converters. Go to "Root Merchant", offers dialog bubbles to select tier, then dialog bubbles to select what resource you're donating (much like the way the guys in Maj'Dul offer different bubbles to donate different faction tokens). Give him 5 of a resource to get 1 Root, 50 to get 10, or 200 to get 40. Have an "Ore Merchant" (dialog for Ore, Gem, or metal), "Wood Merchant", "Leather Merchant", and "Food Merchant" (dialog for meat, fish, bean, leaves, fruit, or veggies) That way if I'm out and about, I have 400 lumber that I have no use for, I can go convert that to 80 of something I can use. Would also make it so that one resource doesn't broker for 2 copper while another goes for 2 gold. Also provides incentive to clear all node types so you don't go out and only see Logs and Bushes. Would not work for rares. |
![]() |
![]() |
![]() |
#295 |
Loremaster
Join Date: Nov 2004
Posts: 132
|
![]() Gaktar@Everfrost wrote:
For my own comments to this thread: I tradeskill cause I like having myself to rely on if I want anything. I have pretty much all crafters. I totally am into the daily crafting quests. I LOVED being able to get 2.5 levels doing the tradeskilling quests in SF. It meant that there were less levels I had to grind out and I love the fact that I had choices in how I leveled, either by grinding, questing or daily quests. I also like being the go to person for tradeskilling needs in my guild. And I also like being able to be the one to help that person who has been asking for ages on a channel to make what they need. That gives me a sense of pride to be able to help out. I have learned to just evolved with tradeskilling. I believe those people who claim things are so easy now and have dreams of going back to the "olden days" need to realize that us old timers have had 5 long glorious and prosperous years of leveling. Yes it was harder back in the day, but it matched the adventuring leveling. As we gain more expansions and the level cap is raise, there needs to be a balance so that those who didn't find EQ2 5 years ago and level at a more moderate pace than we did. So yeah, its easier now, and faster. But they need to be on par to take part in the future of tradeskilling. As for what you are doing good, I love the quests. I hope you continue to do that. I don't really see that you are doing anything "wrong". For the what you can improve on. Besides my comments above: My suggestion would be to have more things in all tradeskill classes that is needed/desired for raiding. Raiding is the end game content for a majority of players/guilds. Tradeskills need to be up there in the End game content in some form. |
![]() |
![]() |
![]() |
#296 |
Loremaster
Join Date: Apr 2010
Posts: 20
|
![]() Bring back raid tradeskill recipes/items. Tradeskilling should still be relevant to raiders other than consumables. Emerald Halls is a good example. |
![]() |
![]() |
![]() |
#297 |
Loremaster
Join Date: Nov 2004
Posts: 78
|
![]() Hykaree@Runnyeye wrote:
I agree with this 100%. I never can figure out why I get critical failures or successes. There have been times when I was almost finished with an item only to get a critical failure that ended up costing me a successful craft/item/whatever. Other times I'll get 2 critical successes in a row for no apparent reason. Even worse is that sometimes I can make an (Even) item without any problem at all, but then fail on an item that is 6 or 7 levels below me. = I'm currently trying to level my crafting up to 50 so that I can finish the [Removed for Content] Thorn of Old quest and it is SUCH a pain. |
![]() |
![]() |
![]() |
#298 |
General
Join Date: Nov 2004
Posts: 20
|
![]() Gaktar@Everfrost wrote:
EQ1 has this, the Buyer window. I think it would be a fantastic thing for EQ2. For example, as a sage there is really no way to "stock" every spell, you might get 3-4 levels worth but it is just too many so you have to rotate whats listed. Which means chances are you aren't going to have Spell_X up for sale at the time when a potential buyer goes looking. But if a buyer could say they are paying 5g for each Jman Conjurer spell from 30 to 39, a sage could go whip them up and sell. Likewise, as an armorer I might get a Cobalt Cluster. I can make 21 different commonly desired pieces (vanguard, plate, or chainmail) from it, but no idea what someone might need. If I could search the buyer window and see that someone is offering 6 plat for a cobalt chainmail coif, I could make the most from my rare, instead of picking one and see it sit on broker for weeks and weeks hoping *someone* wants it. |
![]() |
![]() |
![]() |
#299 |
Loremaster
Join Date: Nov 2004
Posts: 78
|
![]() SemaJynot wrote:
That does sound like a great idea. The only problem is what if the buyer then decides that he/she doesn't want the item afterall. |
![]() |
![]() |
![]() |
#300 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
|
![]() I would love a guild only broker or a friend only one to sell my food and drinks to guildies and friend. It would also enable crafter to provide potions/arrows and so on to guildmates. More quests like the SF quest line, that was much better than doing city writ or pure craft. More quests like the crafter epic, which implies several crafters but do not implies that them to be on line at the same time. More Offline crafter collaboration, we can more or less do so by sharig a TSO craft instance. Special recipes using no trade raw to craft top items, quality would depend from where the special raw was obtained (heroic, raid etc ...). Orders, players should be able to order a set of TXX armor and crafter would pick up those orders. |
![]() |
![]() |