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#1 |
Loremaster
Join Date: Nov 2004
Posts: 675
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![]() Honestly, I do not see the purpose of removing this from the game... It is like the only neutral crafting place in the game. Call me paranoid, but I prefer to be in the same zone as the rares I am having made into stuff. This is mainly because I find such a few amount of rares that I can actually use for the character I find em. So please for all of us paranoid people out there that don't like mailing their rares, please do not melt this island away... As I said, there is absolutely NO purpose for taking it away.
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Faynar: Level 71 Ranger Daynar: Level 57 Bruiser Tulnar: Level 61 Necromancer Kulnar: Level 50 Templar Bronar: Level 43 Paladin Vronar: Level 40 Defiler Everfrost FTW! |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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I dont want it to go because it's a good change of scenery from 4 walls. Unless there are plans to spruce up TS instances and add more scenic TS areas at the same time,this is a most unwelcome change for me. For thos that would say craft in your house, remember that it takes a guild level 25 to get the good crafting stations.Oh! and bad form for blaming us. I'd say it was all teh hot air from pompous adventurers!
Message Edited by Deson on 08-23-2006 02:56 PM
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#3 |
Loremaster
Join Date: Jan 2005
Posts: 215
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![]() I must admit that this one surprised me quite a bit and I would like to hear from the DEVs on the reason for this change. Personally unless it was some sort of performance issue I think they should leave this alone. They have listened to us before on changes so let's hope that they rethink this decision or at the very least give us some reason why it needs to be made. This really seems to be a change out of left field. At least when they removed the newbie quests they explained their reasons for doing so.
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 8
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![]() Personally I'd like to see it disappear. It just seem wrong to be there. If a neutral TS location needs to exist it should be put in a more logical place
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#5 |
General
Join Date: Jun 2005
Location: USA - TX
Posts: 72
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I say keep it, its one of the things I enjoy seeing/utilizing in the zone.
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#6 |
Tester
Join Date: Nov 2005
Posts: 267
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like the 1 on sol eye? personaly i dont want it to go
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#7 |
Loremaster
Join Date: Nov 2004
Location: UK
Posts: 395
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![]() When it first appeared my friends and I speculated on what mysterious purpose a tradeskill Island just there could serve - it turned out there was no mystery - so was a little disapointing. I would like it to stay - not because I use it but because I view it as a folly. An odd, out of place set of structures where you wouldn't expect to see them. The game needs a few more illogical twists imo, more mysteries. Mirdo. |
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#8 |
Loremaster
Join Date: May 2005
Posts: 238
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I never really understood why there were crafting stations on an ice berg anyway? Did this really have a purpose? If not I can't see why it took so long to remove anyway.
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 640
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![]() To me that Island represented GRAND ideas for Tradeskillers. In fact it inspired me to create 5 TS alts. Now only my main made it to T7, and TS has had non of the great ideas proposed by its fans, or devs. Its kinda like the TS-titanic
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#10 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
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![]() first off please don't remove the TS Iceburg, its one of the coolest "huh!?" things in the game, and I... until very resontly am not a tradeskiller and never even consitered using them. I just think its cool to have TS stations just sitting out on an Ice Burg for no reason. BTW, the Gobal warming is NOT caused by Tradeskillers we all know that those rogue clockworks in Fay'dar put out FAR more green house gases then we tradeskillers ever could.
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#11 |
Loremaster
Join Date: Nov 2004
Location: Splitpaw
Posts: 281
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![]() About a year and a half ago when Frizznik was our TS Dev there were plans to continue the newbie TS quest.
Unfortunately shortly after Frizz left us. We ended up with Beghn again. :smileysad: And this wonderful idea was scrapped leading to the mess that is the TS Revamp. Anyway, that equipment is left over from then. I cant say i am surprised they are removing it now. It is a shame though.
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#12 |
Loremaster
Join Date: Apr 2005
Posts: 138
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![]() My own personal view on why the TS stations were available in EF are all to do with the Bone Bladed Claymore HQ. Those that do this HQ get locked out of both starting cities until they have killed 1000 sentient beings, which meant that if you were a tradeskiller as well as an adventurer you could not craft anything. The BBC HQ can be collected from Lvl 40, which just happens to be the same tier as EF hence the TS stations. I have used those TS stations once, and only because I logged on in EF, got a TS order in the mail and my Call was down. I have to say that I did not enjoy the experience. It happened to be winter in RL and standing there with snow flurries blowing around actually made it feel uncomfortable to TS on the iceflow. Good riddance I say. As already mentioned, there are cosier TS stations inside Sols Eye and you can access both brokers in Shin Village, so any TSers on BBC HQ can still do what they need to do.
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#13 |
Loremaster
Join Date: Nov 2004
Posts: 113
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i say please leave them. it always nice to be able to get a /tell from somebody wanting a crafted item right then and there and who offers any amount of money to get it made.before the EF island was put there, you had to buy a ticket to TS or nek, then trade the item, use your call, craft the item, buy another ticket to TS or nek and finish the transaction now your stuck in EF with no call and then you have to do the zone to zone to zone jumping to get home. now you can just both meet in EF, craft the item while they are standing there. and not have to use your call at all unless you want to go back home.and i dont know about you guys, but the idiots who decided to take away all the TS zones but 1 in each city needs to be tied to a post and whipped. on busy days you cant find a ts zone that has less than 50 people in it (friday-sunday).now to make it worse, on our server, we have been having some of the botter groups (and other assorted morons) who have chosen the TS instances to /duel each other. like its not bad enough to have to try and craft with a tiny TS zone filled with 2-3 people per machine, but add in morons who wanna stand infront of your ts machine and /duel.
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#14 |
Loremaster
Join Date: Sep 2005
Posts: 223
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I'd like it to stay, if only as a monument for the idea that crafting could be so much more than it is today. Oh well...
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#15 |
Loremaster
Join Date: Dec 2004
Posts: 465
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![]() This made me a bit sad reading this. Leave the island and give us a teleport shard to it!. Or at least leave it. It's quirky, mysterious and above all, a monument. I spent some good crafting time there just for the hell of it. I say make a few cold-based recipes need that iceclad TS area. Message Edited by Uanelven on 08-23-2006 04:15 AM |
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 175
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![]() Very sad to hear about the island going away |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 23
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Getting rid of the EF tradeskill iceberg is one of the weirdest "why the hell are you even bothering with this" changes i've seen, next to the "raptors in an expansion released a year ago will no longer be stealthed" one, of course.
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 113
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![]() They probaly removing it because it looks so stupid/silly and does not have a place in the everfrost scenery, it looks almost as good as one of those pink cubes that show up when they model is missing of an item.
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#19 |
General
Join Date: Nov 2004
Posts: 1,136
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It looks way out of place for the best looking zone in the game. It was an attempt that looked good on paper, to get people out of the TS instances but it was never followed through and expanded on and serves little use at the moment, so it may as well go poof.
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#20 |
Loremaster
Join Date: Mar 2005
Posts: 220
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It seems odd that they would take things out of the game. Maybe when they patch tradeskill stuff, they need to write code for specific tradeskill instances. Freeport and Qeynos are two instances....but that doesnt explain why they would leave the Sol A one in. I have never seen anyone using the Sol A one or the Everfrost one...In fact, I rarely see anyone in Everfrost. There are about 50 or so zones in this game that they could completly delete and I dont think anyone would norice until a few months after..
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 661
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They should keep this! It's one of those "huh?" things in the game that just makes Norrath a more interesting place. Tradeskill stations in Everfrost on an island of ice? Sure, why not?
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#22 |
Loremaster
Join Date: Jan 2005
Posts: 78
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If they had added a vendor to this island many more people would have utilized it. It was so nice to be able to grind TS levels there as a change of scenery, crafting in the dark TS instances and dark inn rooms can get old very fast.I SAY KEEP IT !! :smileyhappy:Amataelia65 Wizzy70 Tailorand too many alts to listThe Legionnaires of LightBlackburrow
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#23 |
Loremaster
Join Date: Nov 2004
Posts: 1,144
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![]() I'd like to have it stay. I used it a couple times back when the TS zones were first consolidated. The TS zones in the cities were quite laggy for a while after the consolidation, and it was nice to have a place to go where you didn't have to fight the lag. The TS zones have since been fixed and I haven't been back to the iceberg since, but it's nice knowing it's there if I need it. If it's a game performance issue, then by all means, dump it.
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 301
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![]() I say leave it. And for crying out loud, just add a fuel vendor. How hard could that be? I am beginning to find it disturbing that things are being removed from the game now, instead of added. I would caution the Devs to add not subtract. If there any illusions as to why it didn't get much use, its simply because of lack of fuels.
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 52
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I'd like for it to stay. It represents a time when tradeskillers were paid attention to and loved.I spent many levels out there crafting. I enjoyed it while it was around. It's absolutely beautiful to craft under the purple and pink skies with dreadwake swimming by on occasion to say hello.It was planned to be one of many overland tradeskilling places. *sighs* It will be missed.
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 595
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You mean in beta? For it sure as hell hasnt happened since... |
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#27 |
Join Date: Mar 2005
Posts: 6
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![]() I'd like to see them both go. Get rid of them both and any others like them. It is so illogical to have TS stations in both these places, its absurd. Where is the roleplaying immersion in standing on an iceberg in blizzard-like conditions with your sewing needle and thread or hammer and saw etc. Your fingers would freeze off in 10 minutes. Well, we do have to swim in frigid ice cold water in EF with no apparant ill effects. Sony logic at work I guess. Anyway, the one in EF looks absolutely stupid sitting out there. I'd bet my last dollar even the eskimo's wouldnt use them. Maybe, just maybe if the iceberg had a huge igloo over it to protect the crafting tables from the weather, it'd be more rational. But then the first person to fire up the forge would melt the whole thing. HahahaIf neutral site TS stations are needed in the game, put them in a logical place that makes sense. Just a thought, how about a structure in Windstalker Village, Thundermyst Village, Crossroads, the fort at the zone in to Zek. Any of these make more sense than standing on a [expletive haxx0red by Raijinn]ing iceberg with no shelter. /boggle |
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#28 |
Loremaster
Join Date: May 2005
Posts: 238
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Thats kind of silly cause the BBC 1,000 can be knocked out in about 2 hours. Plus if you can't get into the city anyway, how are you going to get fuel? I mean there is no Tradeskill Wholesaler out there on the ice flow.... ? |
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#29 |
Loremaster
Join Date: Jan 2005
Posts: 78
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![]() A good crafter always has fuel on them :smileytongue:Just because you have to kill 1,000 sentient beings doesn't mean you can't take time to whip up a nice set of pantaloons. :smileyhappy: |
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#30 |
Loremaster
Join Date: Dec 2004
Posts: 1,014
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![]() Don't take the island away! I used to TS here all the time on my sage, and will do so on my woodworker when I get the groove to TS again (it comes and goes lol) but please don't take it away. its a nice change of scenery from the ugly stone walls of the TS dungeons.
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