EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > General EverQuest II Discussion > Tradeskill Discussion
Members List

Notices

Reply
Thread Tools
Unread 08-21-2009, 01:26 PM   #1
Domino

Loremaster
Domino's Avatar
 
Join Date: Apr 2007
Posts: 2,046
Default

A nice weekend is coming up, and what would you rather do with your weekend than ponder transmuting?  Why, surely nothing could be better!    If you have no interest in transmuting, read no further.  If you do, this is a thread to discuss and get feedback on some initial (repeat, initial) ideas of how we might approach changing things for the better with the coming expansion.  None of the following is set in stone and there are still 5+ months to the expansion to work out the details, so please do not panic if you have some concerns you'd like to raise!

So, with that disclaimer, here we go:

As discussed in various places on these forums, many people feel that learning transmuting is a less than ideal experience that could use some serious improvements.  And, as discussed at last month's Fan Faire, we have been considering ways in which to improve both the process of transmuting itself (levelling up, getting components, learning what's required) and the adornments themselves (which slots they are for, what stats they have, how powerful they are).

These are two different, though related, things: the crafter's experience, and the product itself.  Both could use some improvement but we have been considering them separately as the solutions will be different.  We are not yet ready to discuss the changes to the product (the adornments) themselves, so this post is just about improving the crafter side of the transmuting experience.  Assume that the adornments will also improve, but the exact details of that aren't needed for this half of the discussion.

Some handy links to refresh your memory on how transmuting works:

First, what are the overall goals here?

  1. to make transmuting less painful to level up, it should be about on a similar difficulty level as tinkering in terms of speed and expense
  2. to make transmuting products more useful and better distributed in terms of which stats on what slot and what rarity
  3. to make it less confusing for adventurers to figure out how to get adornments made and who to go to
  4. to make it less confusing for crafters to learn how to be transmuters

So, what are the problems with the current system that need to be addressed in order to meet these goals?  In no particular order, here are the complaints I've seen most in game and in this forum:

  1. The first recipes you get are red difficulty, which can be scary to beginner transmuters.
  2. It is annoying to not be able to break down components above your transmuting level.  It is confusing and unintuitive that you only get transmuting skill-ups from breaking stuff down up to skill 100.
  3. Transmuters don’t get the majority of the adornment recipes, or even the best ones consistently.  It is ununtuitive which class gets which recipe.
  4. The RNG can mean long streaks of no skill ups when making adornments, which is frustrating.
  5. Higher level recipes require huge numbers of components, which gets very expensive.
  6. There are not enough items readily available to break down to produce all the components you need.
  7. The availability of different components is imbalanced (e.g. some levels you have hundreds of fragments but no powders).
  8. The adornments available are inconsistent, lacking in many slots, and very mixed desirability (some overpowered, some stupidly useless).

And here are some proposed solutions to each of the above points.  Once again, these are still under consideration, not yet set in stone.

  1. Levels of the first recipes will be adjusted down a bit so there are at least a couple yellow or white.
  2. We will separate the "transmuting" (breaking stuff down) skill from the "adorning" (making adornments) skill.  The transmuting (breaking stuff down) skill will be granted when you choose to become a transmuter, and will level up to max from breaking stuff down, just like mining rocks levels you up in your mining skill.  Adorning (making adornments) will skill up separately and will only level up by making adornments, just like making armor levels up your armoring.  The breaking-stuff-down skill will level up as fast as any other harvest skill as you break stuff down.  The adorning skill will level up similarly to tinkering speed.  This point is probably the biggest change, but seems to make the most sense as this makes the transmuting system consistent with our other systems, as breaking stuff down has always been intended to be the "harvesting" skill for the transmuter, and making adornments their primary function.  This will also allow people to break stuff down even if they're not interested in levelling up in adornment making, which should make components more available on the broker, since everyone could learn to break down their own attuned old gear.
  3. Transmuters will get all adornment recipes.  At the same time, we will allow anybody to become a transmuter, even if they are already a tinkerer, so that any class that loses the ability to make adornments will be able to get it again if they wish.  Nobody will therefore permanently lose the ability to make adornments.  The adornment recipes will be all new ones, the old ones will be removed entirely as we don’t want to support two separate systems.
  4. The frustration in leveling transmuting at present mainly arises from the difficulty in obtaining components.  Adorning skill levels up at the same speed as tinkering, and if we correctly address the lack of availability of components, it should be equivalent, and much less frustrating.  However, we could tweak this curve a little for both if necessary - probably a subject for discussion during beta.
  5. The number of items required will be fixed across all levels.  So if a level 5 item might require 3 fragments, 2 powders, and 1 infusion, the equivalent level 85 item will also require 3 fragments, 2 powders, and 1 infusion.
  6. We will address the shortage of items in a number of ways.  See #5 - reducing the numbers of items required so that you don’t need as many.  And see #2 - more people able to transmute will also reduce the cost of the components on the broker, and make more items available as people not interested in making adornments can still break down their old gear.  We will also make more transmutable items available if necessary, one option we are considering is to make some of the items that are discovered from scrying stones transmutable.
  7. We will add recipes to convert a number of lower rarity items (e.g. fragments) into fewer higher rarity items of the same level (e.g. powders).  Note: this will only work within a level range, you will not be able to convert lower level items to higher level items.
  8. This will be addressed separately with a complete revision of which adornments are available with which stats.  This is a different discussion; more on this at a later date.

If you've read this far, you probably have some opinions already, so please take your time to think them through and post any feedback (positive or negative) in this thread.  If you don't like the ideas, it would be helpful if you can explain why and what a better solution would be, of course! 

Thanks for your feedback! 

Edit to add a couple answers posted later in the thread:

To answer a couple of the questions raised:

Yes, if we do this the intention is that existing transmuters would maintain their current skill level.  So a 350 transmuter now would end up with 350 transmuting and adorning skill.

Yes, it is intended you can both tinker and make adornments.

Yes, we can look at automatically granting you the tradeskill arts when you sign up to be a transmuter (or tinkerer).

Yes, we can look at having a less annoying spell effect when you break stuff down.

Domino is offline   Reply With Quote
Unread 08-21-2009, 01:35 PM   #2
Silerua

Lord
 
Join Date: Jan 2009
Posts: 262
Default

YAY!  This is exciting for me because I love maxing skills, so splitting it up means more skills to play with!

This all looks very awesome so far from what I can tell, though I am a tinkerer, not a transmuter, so a muter will probably have better feedback than me.  However, my guild's transmuter is curious on what will happen to him?  I didn't see this in the post but if you already addressed this, sorry!  He is a 400 'muter, so he has gone through the drudge of transmuting and then adorning.  Will he have to grind for adorning skill ups all over again?  Or will his transmuting and adorning skills already be maxed?

Thanks a bunch!!  Yay!

Silerua is offline   Reply With Quote
Unread 08-21-2009, 01:38 PM   #3
Deson

Loremaster
Deson's Avatar
 
Join Date: Nov 2004
Posts: 2,754
Default

I'm not sure about the whole separation of adornment creation skill from transmuting.  While great for those who want to skill up, it doesn't resolve the issue of spam creation.Assuming you actually want to resolve it that is.

Rest looks fine to me as presented.

__________________
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...
Deson is offline   Reply With Quote
Unread 08-21-2009, 01:44 PM   #4
Bremer

Loremaster
Bremer's Avatar
 
Join Date: Nov 2004
Posts: 1,902
Default

Do you have plans to make transmuting (breaking down) items faster? If you get requests like "Can you transmute 200 items for me?" you want to fake a LD, because it takes so damned long to transmute larger quantities of items. Or will everyone be able to break everything down regardless of level? So with 1/400 breaking skill you can break down Lvl 80 items? Or do have to start with T1 items? What happens with existing transmuters? Will they get the new skill at the same level as they are now transmuters or will the start at zero at adorning oder transmuting like everyone else? And will you increase the use of infusions in recipes? You get tons of infusions, mainly from trasnmuting raid stuff nobody wants, but there is zero need for them in legendary and fabled recipes. These recipes should rather use more infusions and less fragments/powders.
Bremer is offline   Reply With Quote
Unread 08-21-2009, 01:45 PM   #5
Valdaglerion

Loremaster
Valdaglerion's Avatar
 
Join Date: Nov 2006
Posts: 3,870
Default

To begin - the allowance of taking up Tinkering and Transmuting alleviates most of the complaints people have. On 1 toon if you can acquire both sets of skills the field is level, the disparity between Tinkering and Transmuting becomes a moot point.

If would appear your proposition addresses truly all points of contention for Transmuting with the exception of leveling so I will take the unpopular stance on this one . . . given the impending changes I would not change anything regarding leveling or skilling it up.

Reasons for this:

  1. Transmuters are going to become more valuable already, they will get all the adornment recipes.
  2. You can level Transmuting from 0-400 on Tier 1 items which are easily and readily available to any and every player in the game.
  3. Its a secondary skill, if you are daunted by starting on red recipes, get more comfortable with crafting then try to go to the next level. IE, Master the primary then try secondary.
  4. The leveling for Transmuting on the RNG has always taken double hits due to the way items are acquired (did you get a drop from a mob you can transmute, did you get a skillup when you broke it down, will get get a skillup when you make an adornment for the 101-400 levels) BUT with the separation of the breakdown and adornment skills this also becomes pretty moot. The average ratio is 1:5 on grey item recipes with upwards of 1:2 on yellow. So if you want to skill up on grey from 101-400 you will need to essentially count on making 1500 combines. And yes, those figures are accurate and have been repeated many times.
Valdaglerion is offline   Reply With Quote
Unread 08-21-2009, 01:49 PM   #6
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

DominoDev wrote:

{snip}

And here are some proposed solutions to each of the above points.  Once again, these are still under consideration, not yet set in stone.

  1. Levels of the first recipes will be adjusted down a bit so there are at least a couple yellow or white.Approve! 
  2. We will separate the "transmuting" (breaking stuff down) skill from the "adorning" (making adornments) skill.  The transmuting (breaking stuff down) skill will be granted when you choose to become a transmuter, and will level up to max from breaking stuff down, just like mining rocks levels you up in your mining skill.  Adorning (making adornments) will skill up separately and will only level up by making adornments, just like making armor levels up your armoring.  The breaking-stuff-down skill will level up as fast as any other harvest skill as you break stuff down.  The adorning skill will level up similarly to tinkering speed.  This point is probably the biggest change, but seems to make the most sense as this makes the transmuting system consistent with our other systems, as breaking stuff down has always been intended to be the "harvesting" skill for the transmuter, and making adornments their primary function.  This will also allow people to break stuff down even if they're not interested in levelling up in adornment making, which should make components more available on the broker, since everyone could learn to break down their own attuned old gear. Interesting way of handling that! I approve, and never even thought of splitting it into two skills. Since (#3), I don't see an issue with leveling up adornment-making to make adorns and having that separate from leveling the break-down. 
  3. Transmuters will get all adornment recipes.  At the same time, we will allow anybody to become a transmuter, even if they are already a tinkerer, so that any class that loses the ability to make adornments will be able to get it again if they wish.  Nobody will therefore permanently lose the ability to make adornments.  The adornment recipes will be all new ones, the old ones will be removed entirely as we don’t want to support two separate systems.I know some folks have issues with "OMG my tradeskill is losing recipes that I used to make money!" but I do not share that view. The mixed-up, muddled-up mess that the old system was can get defenestrated and I'll be a happy camper. I *would* suggest trying to add a few recipes in for the classes that needed them more as replacements... even if the recipes don't produce something all that useful, it'd help settle those complaints.
  4. The frustration in leveling transmuting at present mainly arises from the difficulty in obtaining components.  Adorning skill levels up at the same speed as tinkering, and if we correctly address the lack of availability of components, it should be equivalent, and much less frustrating.  However, we could tweak this curve a little for both if necessary - probably a subject for discussion during beta.Agreed, the frustration / cost is finding stuff to break down... and then even worse ending up with far too much of X than Y in Tier N, but having it be the opposite in Tier N+3
  5. The number of items required will be fixed across all levels.  So if a level 5 item might require 3 fragments, 2 powders, and 1 infusion, the equivalent level 85 item will also require 3 fragments, 2 powders, and 1 infusion.That sounds fair to me. It's leveled off the last few tiers anyway, if ti went up anymore it would be getting into rediculous-land
  6. We will address the shortage of items in a number of ways.  See #5 - reducing the numbers of items required so that you don’t need as many.  And see #2 - more people able to transmute will also reduce the cost of the components on the broker, and make more items available as people not interested in making adornments can still break down their old gear.  We will also make more transmutable items available if necessary, one option we are considering is to make some of the items that are discovered from scrying stones transmutable.Interesting about the scrying stones. That would certainly get more people to know about that old system and would help in leveling up, since the scrying circles stop in T5 or so.
  7. We will add recipes to convert a number of lower rarity items (e.g. fragments) into fewer higher rarity items of the same level (e.g. powders).  Note: this will only work within a level range, you will not be able to convert lower level items to higher level items.This will be fine, provided it's the higher-stuff that you consume more of on average (which it is decidedly not in T. Otherwise it wouldn't be a very useful recipe. What I'd suggest is have ones to go both ways... turn a pile of fragments into a single power, and a recipe to turn a couple powders back into a fragment. In both ways you lose total # wise, that way whatever you have more of you will be able to even out. 
  8. This will be addressed separately with a complete revision of which adornments are available with which stats.  This is a different discussion; more on this at a later date.Grace a Dieu for that!

If you've read this far, you probably have some opinions already, so please take your time to think them through and post any feedback (positive or negative) in this thread.  If you don't like the ideas, it would be helpful if you can explain why and what a better solution would be, of course! 

Thanks for your feedback! 

Comments in the quote in Blue. I hope those comments help, and I trust you'll do a good job on the system. I'm sure you're ready for it, but do be aware of some whining from both the classes that were use adorns to level (even though writs are so great already, I never subscribed to that argument) and from transmuters who may see all their effort as being 'watered down'.

I assume that when this goes in, existing transmuters will have both their skills set to their current transmuting skill? (IE they won't have to level one or the other up from 1).

Barx is offline   Reply With Quote
Unread 08-21-2009, 01:54 PM   #7
Illuminat

General
 
Join Date: Apr 2009
Posts: 18
Default

DominoDev wrote:

We will separate the "transmuting" (breaking stuff down) skill from the "adorning" (making adornments) skill.  The transmuting (breaking stuff down) skill will be granted when you choose to become a transmuter, and will level up to max from breaking stuff down, just like mining rocks levels you up in your mining skill.  Adorning (making adornments) will skill up separately and will only level up by making adornments, just like making armor levels up your armoring.  The breaking-stuff-down skill will level up as fast as any other harvest skill as you break stuff down.  The adorning skill will level up similarly to tinkering speed.  This point is probably the biggest change, but seems to make the most sense as this makes the transmuting system consistent with our other systems, as breaking stuff down has always been intended to be the "harvesting" skill for the transmuter, and making adornments their primary function.  This will also allow people to break stuff down even if they're not interested in levelling up in adornment making, which should make components more available on the broker, since everyone could learn to break down their own attuned old gear.

This is the money shot right here, making transmuting as simple a skill as harvesting, from 1 all the way to 400/450. I would not bother having a separate adorning skill and it seems contrived to preserve it. You would save yourself much time and effort by delegating all adornment recipes to the existing tradeskill subclasses, as is being mostly done right now.

__________________
STIFLE DISARM RESIST KNOCKBACK PORT STUN STIFLE DISARM RESIST

KNOCKBACK PORT STUN STIFLE DISARM RESIST KNOCKBACK PORT STUN


STIFLE DISARM RESIST KNOCKBACK PORT STUN STIFLE DISARM RESIST

KNOCKBACK PORT STUN STIFLE DISARM RESIST KNOCKBACK PORT STUN


STIFLE DISARM RESIST KNOCKBACK PORT STUN STIFLE DISARM RESIST

KNOCKBACK PORT STUN STIFLE DISARM RESIST KNOCKBACK PORT STUN


STIFLE DISARM RESIST KNOCKBACK PORT STUN STIFLE DISARM RESIST

KNOCKBACK PORT STUN STIFLE DISARM RESIST KNOCKBACK PORT STUN


Illuminat is offline   Reply With Quote
Unread 08-21-2009, 01:56 PM   #8
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

Artemiz@The Bazaar wrote:

To begin - the allowance of taking up Tinkering and Transmuting alleviates most of the complaints people have. On 1 toon if you can acquire both sets of skills the field is level, the disparity between Tinkering and Transmuting becomes a moot point.

If would appear your proposition addresses truly all points of contention for Transmuting with the exception of leveling so I will take the unpopular stance on this one . . . given the impending changes I would not change anything regarding leveling or skilling it up.

Reasons for this:

  1. Transmuters are going to become more valuable already, they will get all the adornment recipes.
  2. You can level Transmuting from 0-400 on Tier 1 items which are easily and readily available to any and every player in the game.
  3. Its a secondary skill, if you are daunted by starting on red recipes, get more comfortable with crafting then try to go to the next level. IE, Master the primary then try secondary.
  4. The leveling for Transmuting on the RNG has always taken double hits due to the way items are acquired (did you get a drop from a mob you can transmute, did you get a skillup when you broke it down, will get get a skillup when you make an adornment for the 101-400 levels) BUT with the separation of the breakdown and adornment skills this also becomes pretty moot. The average ratio is 1:5 on grey item recipes with upwards of 1:2 on yellow. So if you want to skill up on grey from 101-400 you will need to essentially count on making 1500 combines. And yes, those figures are accurate and have been repeated many times.

I'll respond to each of your numbered bits:

  1. Which is why it needs to be easier for people to level them up.
  2. You can level it up fast or cheap. If you level it up fast, it's going to cost you a good bit. Or you can level it up cheap, using those level 1's for 1 or 2g each off the broker and/or what you farm yourself. But that second option is in no way fast, so I would say that it is "easy" to level transmuting now is not true.
  3. That's not even a good argument. Secondary TSes do not require you to have a primary TS, thus having recipes being red at the start does discourage players.
  4. Given that the skillup rates for each component are going to be adjusted to be more like tinkering... I don't see a question or concern in this point.
Barx is offline   Reply With Quote
Unread 08-21-2009, 01:57 PM   #9
Agaxiq
Server: Unrest
Guild: Ascendant
Rank: Alts

Loremaster
Agaxiq's Avatar
 
Join Date: Nov 2006
Posts: 552
Default

As long as people who are max transmuters today get grandfathered into having both skills maxed, I don't have a problem.

Once I heard you would be able to do both tinkering and transmuting I invested a lot of plat into transmuting and switched from tinkerer.

The amount of treasured loot you need today to skill up is a huge plat sink, I'd hate to have to do it again.

Having the same amount of components will help, thats why most people did T1 and T2 adorns to skill up.  It wasn't worth taking the risk of spending a lot of money on the expensive T5-T7 fragments (and having to use a lot of them) and then not get a skill up.

With T1, you could make a crude, it would take less time, and use less materials.

Other suggestions:

  • Give furniture item levels, at least allow carpenters to make a mastercrafted product that can be transmuted.
  • Going to the extreme, allow App IV's and handcrafted stuff to be transmuted with a fragment as the only possibility.  This will allow new players to buy Adept 1's and treasured gear at reasonable prices since they are so off the wall price-wise now.  In some cases its cheaper to get an Adept 3 made because the rares are so cheap than it is to simply buy the Adept 1, thats messed up.
  • With regular tradeskilling, you can get mana back from countering events.  Transmuting has no events (I dont think tinkering does either, I can't remember) and Geomancy's event counters (shard crafting) does not generate mana.  It would be nice if these did and if transmuting had some events to counter.

agressiv

Agaxiq is offline   Reply With Quote
Unread 08-21-2009, 02:02 PM   #10
CoLD MeTaL

Loremaster
CoLD MeTaL's Avatar
 
Join Date: Apr 2005
Posts: 3,217
Default

I do NOT think the skill should be split for 'breaking down' and making adorns, it's ALL transmuting.

I think skill up chances need to be available from 'breaking down' items to the max, not stop at 100.  Level 1 items should always have a 'chance' at skill up.  making items maintains it's current ability. 

I do think a transmuter should be able to make 'any adorn' (since they specialize in these components), but leave the other ts classes with what they currently have.  (lowering the number of people that can make adorns would be bad, when it is already hard to find people willing)

I want a window where I can place 10 items and xmute them at once, with an option for confirm. (which I will turn off, but some may want)  Or make the cast time .01 second, because it stinks doing a lot at once when u need a lot to level.  Let me break down a 'rare' straight to a powder, better a stack of 10 or 200 at a time (ok here i know I am dreaming but you asked).

We do need something besides hobo.net to let us not who makes what adorn for what slot.  (To the hobo.net person "THANK YOU!")

Fabled should be a guaranteed mana.  Legendary should be a guaranteed infusion 'or' infusion(75) and powder (25).  Anything made from a rare AND the rare itself should yield a powder, and treasured gets fragments (75) or powders(25).

__________________


CoLD MeTaL is offline   Reply With Quote
Unread 08-21-2009, 02:07 PM   #11
Eveningsong

Tester
Eveningsong's Avatar
 
Join Date: Nov 2004
Posts: 3,844
Default

Its great to see transmuting getting some love   I'll need to spend some time re-reading the post and considering my own transmuting experiences, but my initial reaction is positive.

One "problem" I noticed missing from your list is the way that transmuters (and tinkerers as well) currently have to purchase their transmuting reactive skills.  This is very unintuitive given that other crafts are provided with the reactives automatically as you level your craft.  Its not clear how reactives are expected to be provided from the revamp description, but I would highly recommend granting them automatically when transmuting/adorning is taken, and then upgrading them automatically as skill levels increase.  So many times I've helped people trying to tinker or transmute only to find they didn't have any reactives and couldn't figure out how to complete their combine successfully.  Heck, I did it myself on one toon even after I did both transmuting and tinkering on other characters in EoF beta!

Eveningsong is offline   Reply With Quote
Unread 08-21-2009, 02:23 PM   #12
Neskonlith

Loremaster
 
Join Date: Mar 2005
Posts: 1,834
Default

Even after these great ideas for changes, I suspect that higher levels of transmuting will still suffer from a lack of available materials on the market.

T1 transmutables that vendor for a few silver are worth farming for ingredients, while T9 transmutables anticipated to be worth a lot of gold at vendors will most likely be far too expensive to buy off broker: considering that the T8 transmutables sold for roughly 16-26g each item, it suggests that T9 will probably be around 25-35g at the vendor, meaning that a T9 frag on broker will be priced accordingly.

T1 frag = copper or silver on broker, T9 frag = arm and leg plus a gouged eye, Halliburton-style with no bathtub of ice to rest in after the kidneys are removed...

__________________
"...Gibbets, son. Nothing else in the world smells like that. I love the smell of carrion in the morning. You know, one time we had Freeport TG defended, pvp for 12 hours. When it was all over, I walked to their revive spot. We didn't find one of 'em, not one stinkin' QQ body. The smell, you know that putrescent smell, the whole writ house. Smelled like… victory..."



- Apocalypse Gnome
Neskonlith is offline   Reply With Quote
Unread 08-21-2009, 02:29 PM   #13
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

Neskonlith wrote:

Even after these great ideas for changes, I suspect that higher levels of transmuting will still suffer from a lack of available materials on the market.

T1 transmutables that vendor for a few silver are worth farming for ingredients, while T9 transmutables anticipated to be worth a lot of gold at vendors will most likely be far too expensive to buy off broker: considering that the T8 transmutables sold for roughly 16-26g each item, it suggests that T9 will probably be around 25-35g at the vendor, meaning that a T9 frag on broker will be priced accordingly.

T1 frag = copper or silver on broker, T9 frag = arm and leg plus a gouged eye, Halliburton-style with no bathtub of ice to rest in after the kidneys are removed...

I actually doubt that will be true. One of her points is that the # of consumed materials will be the same accross all tiers... meaning a T9 adorn may only use 1 powder 2 frags, which would be roughly 3x the vendor value. And your prices are out of whack... L70-79 adept's, my transmute-fodder of choice, sell for 9g on to the vendor. I think the L80 ones sell for 11 or 12. That is hardly 25-35g.

Now, if you look at some of the misc. trash gear drops, those sell for more. So don't use them to transmute, it's as simple as that. I am getting by perfectly fine in T9 using only 70-79 adept books, L80's and the vendor trash equip I sell.

So if anything, these changes should make it cheaper than ever to make T8 and thus T9 adorns. Purely since you will need much less material.

Barx is offline   Reply With Quote
Unread 08-21-2009, 02:29 PM   #14
Jesdyr
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer

Loremaster
Jesdyr's Avatar
 
Join Date: Jan 2007
Posts: 3,710
Default

I am not sure what to think about this until we know how current 400/400 transmuters will handled. It makes sense to break them out but only if current transmuters get both skills equil to thier level.

Jesdyr is offline   Reply With Quote
Unread 08-21-2009, 02:31 PM   #15
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

Jesdyr@Unrest wrote:

I am not sure what to think about this until we know how current 400/400 transmuters will handled. It makes sense to break them out but only if current transmuters get both skills equil to thier level. 

I think that is what is most likely to happen. I doubt Domino would make you have to level one or the other up from skill 1.

Barx is offline   Reply With Quote
Unread 08-21-2009, 02:36 PM   #16
Sharakari
Server: Unrest
Guild: Shadovar
Rank: Senior Officer

Loremaster
Sharakari's Avatar
 
Join Date: Mar 2006
Posts: 602
Default

CoLD MeTaL wrote:

I do NOT think the skill should be split for 'breaking down' and making adorns, it's ALL transmuting. 

Can't agree with you on that one.  "Breaking things down" is transmutting.  Making adornments is a tradeskill... just like making armor.   So make them seperate.  By making them seperate, everyone.... even those that HATE to tradeskill, can break things down.  Just like anyone can harvest rares and sell them without being a tradeskiller.  This creates more components on the market, driving down prices (hopefully).

__________________
Sharakari is offline   Reply With Quote
Unread 08-21-2009, 02:43 PM   #17
ValashokCatcaller

Loremaster
ValashokCatcaller's Avatar
 
Join Date: Nov 2004
Posts: 49
Default

This looks good and addresses a lot fo the reasons my transmuter has been languishing aroung 145 skill for such a long time.

__________________
ValashokCatcaller is offline   Reply With Quote
Unread 08-21-2009, 02:46 PM   #18
Undorett

Loremaster
 
Join Date: Nov 2004
Posts: 663
Default

DominoDev wrote:

We will separate the "transmuting" (breaking stuff down) skill from the "adorning" (making adornments) skill.  The transmuting (breaking stuff down) skill will be granted when you choose to become a transmuter, and will level up to max from breaking stuff down, just like mining rocks levels you up in your mining skill.  Adorning (making adornments) will skill up separately and will only level up by making adornments, just like making armor levels up your armoring.  The breaking-stuff-down skill will level up as fast as any other harvest skill as you break stuff down.  The adorning skill will level up similarly to tinkering speed.  This point is probably the biggest change, but seems to make the most sense as this makes the transmuting system consistent with our other systems, as breaking stuff down has always been intended to be the "harvesting" skill for the transmuter, and making adornments their primary function.  This will also allow people to break stuff down even if they're not interested in levelling up in adornment making, which should make components more available on the broker, since everyone could learn to break down their own attuned old gear.

I don't want to make an assumption here, so to be clear I will ask.  For those of us who currently have a transmuter at a certian level of transmuter skill, lets say 400/400 for now, will we have 400/400 transmuting and 400/400 adorning skill once this change is in effect?  I would hate to have to level up my adorning skill all over again as that is how I leveled it to begin with. 

I think you will find many people who will only be transmuters and tinkerers and not be adorners if this goes live.  Most people don't care to actually make the adornment, they just want to be able to break down their old stuff.

Undorett is offline   Reply With Quote
Unread 08-21-2009, 02:51 PM   #19
Lleren

Loremaster
Lleren's Avatar
 
Join Date: Nov 2004
Posts: 678
Default

I would prefer if adornments where made by the regular crafter classes,  and the transmuting skill was treated like a harvesting skill entirely.  I love the idea of raising transmuting by breaking down stuff and getting tradeskill supplies.

 I prefer a market broken up into chunks.  As it stands currently if one person wanted to corner the adornment Market they woud need to level up all the tradeskill classes ( many seperate characters ) including Tinkering and Transmuting .  As the proposal goes they would only have to level the Transmuting character and have a big house for broker space, alts for more of the veteran reward broker cases would of course help. 

I would be completely happy with a change in which Transmuters recieved all recipes, and the regular tradeskill classes each recieved a selection of those same adornment recipes appropriate to thier tradeskill class. 

 In other words my  armorer might make adornments that affected armor based stats mitigation/defense, a weaponsmith had recipes relating to parry/weapon damage/procs for weapons, a tailor might very well recieve the exact same selection of adornments as my armorer.  A sage might very well recieve all the recipes realating to spell based procs, a jeweler to combat art based procs, an alchemist might recieve a selection of the prismatic stat and resist based adornments.  Just a few examples.

I would also request a new tradeskill station for transmuters creating adornments. 

__________________
Llyren, Martn, and Noih

hunting for cheese in all the wrong places.

Lleren is offline   Reply With Quote
Unread 08-21-2009, 02:52 PM   #20
Neskonlith

Loremaster
 
Join Date: Mar 2005
Posts: 1,834
Default

Barx@Antonia Bayle wrote:

I actually doubt that will be true. One of her points is that the # of consumed materials will be the same accross all tiers... meaning a T9 adorn may only use 1 powder 2 frags, which would be roughly 3x the vendor value. And your prices are out of whack... L70-79 adept's, my transmute-fodder of choice, sell for 9g on the broker. I think the L80 ones sell for 11 or 12. That is hardly 25-35g.

Now, if you look at some of the misc. trash gear drops, those sell for more. So don't use them to transmute, it's as simple as that. I am getting by perfectly fine in T9 using only 70-79 adept books, L80's and the vendor trash equip I sell.

So if anything, these changes should make it cheaper than ever to make T8 and thus T9 adorns. Purely since you will need much less material.

Good for you!  Please note I referred to the rough pricing of vendoring transmutables, not just adepts - so naturally they are more expensive.

Yes, I imagine that it must be wonderful to be a transmuter on the AB server with an abundance of riches - and I'm sure that the AB server also sets the market pricing for all other servers... so all those other servers having notably fewer available T7+ adepts listed, starting priced at 25g+, they are merely an aberration not worthy of pointing out - yet in such an aberrant situation, using 16-26g transmutables to tear up for ingredients is simply part the cost of doing business.

__________________
"...Gibbets, son. Nothing else in the world smells like that. I love the smell of carrion in the morning. You know, one time we had Freeport TG defended, pvp for 12 hours. When it was all over, I walked to their revive spot. We didn't find one of 'em, not one stinkin' QQ body. The smell, you know that putrescent smell, the whole writ house. Smelled like… victory..."



- Apocalypse Gnome
Neskonlith is offline   Reply With Quote
Unread 08-21-2009, 02:52 PM   #21
Aneova
Server: Kithicor
Guild: Masters of the Universe
Rank: Raider

Loremaster
Aneova's Avatar
 
Join Date: Nov 2005
Posts: 1,027
Default

I think this is a great start and I'm actually looking forward to picking up transmuting up again, and if I do manage to make it into beta this go around I have every intention to see how this will work. Keep up the great work as always Domino SMILEY

__________________
http://forums.station.sony.com/eq2/posts/list.m?topic_id=438341

Originally Posted by Smed: I've been a regular lurker on this site for a while but I wanted to step in here and dispel something that's just plain not true - I don't have my name highlighted here, but anyone that doubts it's me can email me at jsmedley@soe.sony.com and I'll happily reply. We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. In any event, I wanted to stop in and at least set the record straight - you aren't going to be seeing RMT allowed on the non-exchange enabled servers.

John Smedley President, Sony Online Entertainment
Aneova is offline   Reply With Quote
Unread 08-21-2009, 02:54 PM   #22
Oakum

Loremaster
 
Join Date: Feb 2005
Posts: 1,441
Default

Eveningsong wrote:

Its great to see transmuting getting some love   I'll need to spend some time re-reading the post and considering my own transmuting experiences, but my initial reaction is positive.

One "problem" I noticed missing from your list is the way that transmuters (and tinkerers as well) currently have to purchase their transmuting reactive skills.  This is very unintuitive given that other crafts are provided with the reactives automatically as you level your craft.  Its not clear how reactives are expected to be provided from the revamp description, but I would highly recommend granting them automatically when transmuting/adorning is taken, and then upgrading them automatically as skill levels increase.  So many times I've helped people trying to tinker or transmute only to find they didn't have any reactives and couldn't figure out how to successfully.  Heck, I did it myself on one toon even after I did both transmuting and tinkering on other characters in EoF beta!

I agree, the reactions should be given automatically when someone chooses to be a muter or tinker like the normal tradeskill reactions are.

As for the rest, it looks interesting with the biggest change being muters being the only one able to make adornments and requiring a lot less raws to lvl.

I think that some will scream bloody murder but personally, I have long complained about muting largely being a "raw provider" mostly and not as useful as tinkering.

Personally I like the idea of being able to do both. One more way of improving my character by becoming a tinkerer also without waiting for the next expansion. Thanks to the research assistant, I now have my last two masters I needed so that way is gone now and equipment is only temporary upgrades at best anyway.

__________________
Oakum is offline   Reply With Quote
Unread 08-21-2009, 02:56 PM   #23
Rheem
Server: Blackburrow
Guild: Guardians of the Stars
Rank: Leader

Loremaster
Rheem's Avatar
 
Join Date: Apr 2005
Location: Phoenix, AZ
Posts: 67
Default

Ok, I like all of the thing's Domino has suggested.

I think one of the things that could be done to make it easier to level is this:

  • Treasured Adornments should cost only one powder to make, plus regular harvesting materials/fuel and should give about a 1 in 4 chance of a skill up (when level appropriate)
  • Legendary Adornments should cost only one infusion to make, plus (more) regular harvesting materials/fuel and should give about a 1 in 2 chance of a skill up (when level appropriate)
  • Fabled Adornments should cost only one mana to make, plus (even more) regular harvesting materials/fuel and should give a guaranteed skill up (when level appropriate)

Now, if we leave the drops the same, then it should be easy to gather up the nessasary components as the commons could then be converted into the rare. I know it's probably not perfect but I think this is a good solution.

__________________
Rheem is offline   Reply With Quote
Unread 08-21-2009, 03:12 PM   #24
Sheira

Loremaster
 
Join Date: Nov 2004
Posts: 74
Default

I'm also curious as to how the current 400 transmuters would be effected by the 400/400. Since the only way to currently advance transmuting past 100 is combines, it would seem to be that they would already be maxed.

I still don't like the idea of taking adornment recipes away from other crafters. For some, it's how they make money, or a way to help out friends and guildies. I'll even go so far to say that after an initial level raise, some tradeskillers aren't really needed as much. I'm a 400 Tink, 80 Jeweler and very rarely find myself making anything for people at this time but adornments. Most have their adept 3's within a month after a level cap raise, MC jewelry I make more on a rare occasion for someone's alt than anything else.

Anyway, just my 2cp. Everything else I seem to like so far. Thanks Domino!

Sheira is offline   Reply With Quote
Unread 08-21-2009, 03:16 PM   #25
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

Neskonlith wrote:

Barx@Antonia Bayle wrote:

I actually doubt that will be true. One of her points is that the # of consumed materials will be the same accross all tiers... meaning a T9 adorn may only use 1 powder 2 frags, which would be roughly 3x the vendor value. And your prices are out of whack... L70-79 adept's, my transmute-fodder of choice, sell for 9g on the broker. I think the L80 ones sell for 11 or 12. That is hardly 25-35g.

Now, if you look at some of the misc. trash gear drops, those sell for more. So don't use them to transmute, it's as simple as that. I am getting by perfectly fine in T9 using only 70-79 adept books, L80's and the vendor trash equip I sell.

So if anything, these changes should make it cheaper than ever to make T8 and thus T9 adorns. Purely since you will need much less material.

Good for you!  Please note I referred to the rough pricing of vendoring transmutables, not just adepts - so naturally they are more expensive.

Yes, I imagine that it must be wonderful to be a transmuter on the AB server with an abundance of riches - and I'm sure that the AB server also sets the market pricing for all other servers... so all those other servers having notably fewer available T7+ adepts listed, starting priced at 25g+, they are merely an aberration not worthy of pointing out - yet in such an aberrant situation, using 16-26g transmutables to tear up for ingredients is simply part the cost of doing business.

My server has nothing to do with the vendor value. Vendor =/= broker. I could care less what they go for on the broker, I never buy them there. The numbers I gave are what an item is worth to a vendor, the broker is an entirely different story. I get enough adepts out adventuring to satisfy my need for adornments... and I use a lot of adorns. I can see where you got confused, I meant to vendor there rather than broker.

But in either case, since so much fewer of each material will be used to make an adornment you should see an overall decrease in the cost to make one adornment.

Barx is offline   Reply With Quote
Unread 08-21-2009, 03:28 PM   #26
buffquinn

Loremaster
buffquinn's Avatar
 
Join Date: Nov 2004
Location: NY
Posts: 65
Default

The first two words that come to mind after reading this and contemplating on it for an hour is, massive over correction.  The fear of course with making too many corrections is that there will be such a huge influx of components along with a decreased number required that the markets will be flooded with them and they will have almost no value at all. 

 

Sure the components are costly on the broker now, but I believe it is due to the amount a person loses by transmuting the said item, instead of selling it to a merchant.  If an item can be sold to a merchant for 25g, obviously for it to be worth it to transmute, the item must be sold for at least that price.  Lowering the number of components alone will decrease the cost per combine; Also would making more low value items transmutable; Also would the split of transmuting skills by increasing the number dramatically of the people able to break down items.  The problem arises when you vastly increase the number of people breaking down items, creating more items that can be broken down, and greatly decrease the amount of items needed.  Perhaps make one of those changes, but not all.  I think taking the process slower is a much smarter idea.  I mean, if the only change made with the expansion were to decrease the number of components required, that only would probably be enough.  However, if it turns out that was not enough of a change, later down the road you can create more items that can be transmuted, or whatever.  The problem is if all of these changes are made for the expansion and it turns out to be a major over correction and the market is ruined, by that point it's too late to do anything about it.  I think it's better to be safe then sorry.

 

I would much rather see a decreased number of components required rather then allowing every toon the ability to break down items.  I'm also not sure how I feel about making all adornment recipes transmuter only.  I can truly understand why that change would be made and it certainly makes sense for it to be the case, but, it also seems like it would take away greatly from the difficulty to obtain adornments.  As it is now, if you want some adornments the odds are you are going to need to either have, or find, a few different crafters to get them made for you and therefore support a larger crafter base, as opposed to finding your local transmuter and having them be able to make every adornment possible.

 

In my personal experience, the only components that are difficult to come by and are priced extremely high are the manas that are broken down by fabled.  This is of course due to the rarely and cost of fabled, especially for the current tier, and the fact that it's a rare chance to get the mana over the infusion.  I would like to see either fabled giving a guaranteed mana, or at least an increased chance of mana.

 

I have no problem with any one of the proposed solutions being made, but I am quite dubious and fearful if more then one are made.

buffquinn is offline   Reply With Quote
Unread 08-21-2009, 03:29 PM   #27
Cawti
Server: Antonia Bayle
Guild: Verdicus
Rank: Leader

Loremaster
Cawti's Avatar
 
Join Date: Dec 2005
Posts: 109
Default

I would hope that current transmuters would get both of the new transmuting skills at their current levels, since they currently do both jobs with the one skill.  However, I too would prefer to see all the adornment making split up among the regular crafting classes.  Then, you could make those recipes in point #7 be their only ones.  I do like the idea of being able to both up and down convert the raws, to adjust for variable demand of them.  It'd make sense for this conversion recipe to also have a chance of gaining the muter a skill up in one of the skills or another.

With the suggested implementation, I am concerned about the market for adornments.  For a new character to level the adornment creating skill, they'd still have to make hundreds of low level adornments, and no doubt sell them for a loss, the same as the current transmuters do now.  Further, as one poster said, it will be easy for a single player to control the market for all adornments if they have a sufficiently large cash pile right now.  I see folks doing this all the time on A.B. in various crafter markets.  The nice thing is, if they don't have, say, a Tailor in freeport, maybe I can match their price and get a little bit of sales in without causing them to undercut me, yet again.  Adornments are really the only big ticket craftables with a high demand as the tier winds on.  Mastercrafted items have high demand at the start of an expansion but that levels off very quickly, so it's nice for the adornment recipes to be split up a bit between all of the crafting classes, as Llyren said.

Further, I don't know what AB Barx is on, in my experience 70-79 Adept spells sell for nearly 20g each on the broker, and then fragments can only sell for 15.  I *wish* I could buy Adept spells for 9 gold!

EDIT:  oh he meant vendor prices... that's different!

Cawti is offline   Reply With Quote
Unread 08-21-2009, 03:31 PM   #28
Deson

Loremaster
Deson's Avatar
 
Join Date: Nov 2004
Posts: 2,754
Default

Just thought to ask... To alleviate the spam problem, will converting raws under adorning give skill-ups? If so I have nothing more to add to this.
__________________
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...
Deson is offline   Reply With Quote
Unread 08-21-2009, 03:37 PM   #29
Cawti
Server: Antonia Bayle
Guild: Verdicus
Rank: Leader

Loremaster
Cawti's Avatar
 
Join Date: Dec 2005
Posts: 109
Default

buffquinn wrote:

In my personal experience, the only components that are difficult to come by and are priced extremely high are the manas that are broken down by fabled.  This is of course due to the rarely and cost of fabled, especially for the current tier, and the fact that it's a rare chance to get the mana over the infusion.  I would like to see either fabled giving a guaranteed mana, or at least an increased chance of mana.

There's no reason to adjust the rates of return at all if she implements point #7, actually.  With the ability to convert all those extra infusions back up into mana, you will know that in "X" muting chances you will have the mana, and that if you are lucky you might get one a little quicker.  Where "X" is the number of infusions it'd take to upconvert to a mana.

Up (and Down) conversion alone would be huge for fixing the problems of transmuting.

Cawti is offline   Reply With Quote
Unread 08-21-2009, 03:38 PM   #30
Barx
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers

Loremaster
Barx's Avatar
 
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
Default

Cawti@Antonia Bayle wrote:

Further, I don't know what AB Barx is on, in my experience 70-79 Adept spells sell for nearly 20g each on the broker, and then fragments can only sell for 15.  I *wish* I could buy Adept spells for 9 gold!

EDIT:  oh he meant vendor prices... that's different!

Yeah that was a typo in my post. What it costs on the broker is irrelevent to the base 'value' of the item... especially since the broker cost is highly influenced by them being munched into fragments and powders.

Barx is offline   Reply With Quote
Reply


Forum Jump


All times are GMT. The time now is 09:46 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.