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Class InterdependenceFollow

#27 Jan 19 2005 at 3:24 AM Rating: Decent
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Where are the new servers, Alla!

Edited, Wed Jan 19 09:33:09 2005 by Cobra101
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#28 Jan 19 2005 at 8:30 AM Rating: Decent
Wowsers, Peeps...

I just loved reading through this thread. There are some really goot points for/not for.

I still think that we may have to wait until the game matures some more to see things changing. There are acouple of things that I don't argee with in the tradeskills, But I am waiting to see what happens in the next little while.

I feel the pain like the others when it comes to working on trade skills, For some reason I just don't seem to be making enough money to keep me at the table's to work on my trade skills. And when I try to sell my wares when I am sleeping, nothing sells, and selling to the Merchants doesn't help out that much either.

Like some of you, I like the no thinking that tradeskills sometimes have. Just sitting there and tapping on the keys, and repeating.

*sits down and waits*
#29 Jan 19 2005 at 9:50 AM Rating: Decent
i think the whole interdependence is a bogus thing really,just makes for more greed in the game. i have watched rare harvests raise in price from 1 to3 gp to start to 8 to 20 now..just think if you are the only one with a receipe drop ,you have a monopoly on the item and can charge what ya like and only the rich will get richer.and why bother having society status if if really doesn't do much.. ALL receipes should be gotten from your respective societies. as you gain status within that society u unlock more receipes.in combat skills and traits every so many lvls you are given a choice of skills to improve your abilities, why not have it the same within the tradeskill section..so if yer a scholar and you need paper you can learn the skill to make it or quills for that matter that way you become 'independent'in the one skill you master but still rely on others for other stuff..or maybe have it so you "purchase" your skills with the status you have earned from doing society tasks.that way you would have a greater diversity of tradespeople.i like this game a lot but have found it to be mostly flash with no substance ..its very pretty but look at the tradeskills woodworker get to make 2 bows over and over ,a longbow and a shortbow,thats it over and over and over there is nothing in this game so far like what was advertised..now it seems that while we payed for the game and a monthly fee to play, it looks like to get the "substance " that was advertised we will havew to wait for the expansoins and pay more.i mean even in EQ1 you can dye your armor..you would think they would offer an option of choosing a signature dye color for your crafting and they have lefdt no room at all to discover new receipes on your own you either find or quest it or nothing..yup they could have done a lot more and i hope they will but a lot of work has to be done
#30 Jan 19 2005 at 10:07 AM Rating: Decent
WHERE'S THE GNOME TINKERERS ????? i can't believe that gnomes aren;t allowed to tinker with all the interdependence they put on tradeskills... they have a workbench already as a tradeskill machine.. then at least maybe you would have a greater diversity of items and receipes to make
#31 Jan 24 2005 at 1:48 PM Rating: Decent
Great Thread by the way, and some great ideas in it.
I like in theory the idea about being able to place an order on your toon when in selling mode. The problem I see with it is more in the management and exploit area....
I personally like the interdependence that the new tradeskill system creates.
I for one have found a great market for selling to other classes those sub-combines they need, which in turn allows me to purchase the ones I need.
Sure greed can be a factor you have to watch for, but as more and more people craft and sell these sub-combines, the prices will get lower due to supply increasing.

Atheenon(Unrest server, 20th Necro, 20th Sage)
#32 Feb 02 2005 at 8:19 AM Rating: Decent
Since my *main* just started a career as an outfitter I have to admit that I allready miss the times where I could make everything on my own. On the other hand it surely keeps me from grinding and makes tradeskilling more of a challenge.

Personally I would appreciate it on the long run

1. to be able to make prime components myself in every profession
2. to be able to buy subcomponents at least as "crude" ones from the wholesalers based on my skill.
3. to be able to have NPCs "refine" subcomponents for me if I bring the raw material (in form of a quest)

But for now I like it how it is - I can still make that elm strongbox or rawhide leather pants myself but I will not be able to do "Samsonite" or "Lewis" stuff completely on my own.

I guess this was kind of an in-game deal to make adventuring easier for soloers and reduce the independency for artisans the same time. It seems rather balanced than in EQLive for me - I cannot get that special armor all on my own now, neither from a drop nor from the forge.
#33 Feb 05 2005 at 3:46 AM Rating: Decent
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I like the idea of interedependacy... I just wish they would have balanced it out a whole heck of alot better

Weaponsmith we need
Jewler, alchemist, Tailor, Woodworker/Carpenter

Who needs us..
Well jewlers do for Spikes to make scout abilities, but thats about it, where as from the jewler we need ornaments, studs, and pommels

Carpenters might need us for sheets, not sure if armorers can make these aswell if so then they can go to either or.

alchemists really needed to be dependand on someone other than just a jewler for the coupla bottles/vials they might use up

#34 Feb 08 2005 at 10:35 AM Rating: Decent
well I'm somewhat new to the crafting thing.. doing research and do have one character at merely 10th level scholar (going jewler at 20th)

I think the interdependencies are potentially good.. it's an opportunity for individuals to come together to help each other out. I've often thought that if someone were to create a pure crafting guild with every profession represented they could dominate all markets...

I think what's hurting it at this moment in time is the fact that there simply are not all that many crafters out there.. I'd wager that out of 10 randomly selected people.. it's very likely that 7 of them are 10th level crafter or less.. and out of that 7 there's 5 that are crafter level 3.

another thing that is hurting it is that people do not want to do something that will not help them progress, so below 20th level there's a fair amount of "what's in it for me". I'm not innocent of this either.. at 1 - 10th level I only focused on combines that would provide max XP or an item I could immediately use.

I suppose over time it will balance out once other professions are represented...However, it's pretty obvious that guilds will eventually dominate these markets since they can coordinate crafting professions of the membership and have enough people to at least get one of each type represented.
#35 Feb 09 2005 at 5:04 PM Rating: Decent
There is an exploit? that allows you to make other craft's level 10 stuff.

My own experience was that as a level 11 scholar I scribed the other 2 skill's level 10 scrolls (outfitter & craftsman), I haven't tried scribing level 11 scrolls, and I haven't tried this at a higher level. Other comments I have seen point to the same experience.
And yes, I have succesfully used the scribed recipes.
From memory I made maple pens/nibs? needed for spells, and some
type of metal spike - also for spells.

Points to note:
1) They aren't 'your' recipes, so you can't make pristine, unless very lucky, as you are stuck with only the basic 3 buttons. This is fine though, when they are only an auxiliary part of the recipe - their quality has no effect on your final products quality.

2) There is some crossover between recipes, so use your 'native' one where possible, as you get 6 buttons to choose from, not just the 3 non-durability ones.

3) Getting hold of the scroll involves bribing an appropriate craftsperson to visit their specialised hall, and buying it for you - Don't pay too much - they cost the same as your tradeskill ones i.e. only 4silver something, some gouging idiots keep trying to sell for >10silver on Najena - too much for 30sec work!

Disclaimer: It's been a few weeks since I played, so this 'exploit' may have been patched out of existence.
#36 Feb 09 2005 at 11:23 PM Rating: Decent
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nope, jus did it tonight when i got my scholar up, switched over to my weaponsmith and carpenter to get their respective lvl 10 books for my scholar
#37 Feb 10 2005 at 12:03 AM Rating: Decent
I am a level 22 Alchemist and sell my goods for reasonable prices...I think once economy settles and peeps realize they need each others goods the pricing will balance out. We can hope! I am on Oasis server in Qeynos, 4 to 5 notes a week. Always willing to help out and am not trying to make 100 gold over nite Lol. Look me up! I will help if I can. Artisan skills are like any other in game skills...got to work at it and put in your time to be the best at your class. Interdependency is good for the game and the economy...why else would someone make something 600 times, Smiley: snore if they only needed one for themselves. Good luck and good crafting.
#38 Feb 10 2005 at 12:25 AM Rating: Decent
Primary product must be pristine to even have a chance at a pristine end product. I have also noticed that when I cheat and buy merchant secondary goods...I tend to have a greater chance at failure and ending up with a less then pristine end-product. Yet when I use player crafted secondary items, My end results seem to be higher...I craft about 20 hours a week, So just my 2 cents worth.

Escoban in Nettleville Oasis server Smiley: smile
#39 Feb 11 2005 at 11:20 AM Rating: Decent
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I guess no one has seen this yet, but there is a huge change to interdependency coming, probably. It's on the test server now. This is the official post:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=17#M17

This is the relevant item:

Quote:
Four new crafting abilities have been discovered: apothecary, weaving, timbercraft, and geomancy. These skills allow all artisans to refine the materials and components needed to make final products. New recipe books can be found on merchants or scattered throughout Norrath which teach you how to use these skills. Artisans automatically gain 5 points per level in these skills.


This does indeed mean that all tradeskill classes can make their own subcombines to create their final products. I haven't personally seen anything regarding the relative quality of these items compared to that of the same item made by the specialist class.
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