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Maybe interdependance isn't so bad after all-Follow

#1 Dec 14 2004 at 9:44 PM Rating: Decent
Personally I enjoy the challenge and reward you get (mentally, even) from working up your tradeskills in the current situation. If anything, making tradeskilling more difficult helps keep prices up for those player made goods that actually surpass quest items. I like the mentality that it's up to you to dedicate a lot of energy into your tradeskill. This makes it seem like a completely different adventure in its own as you do need to invest some $$ to get those skills going. Tradeskilling really has more of a meaning now, especially when compared to in EQ1 where I only worked up a skill to make a few select combos.
#2 Dec 15 2004 at 2:12 PM Rating: Default
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Odd, the last response did not take, but shows up a minute later. bah.

Afraid I must disagree with you.


The interdependance is not a challenge at all, and has no other effec that I can see other then being annoying.

The big power blocks, all have alts or other support to get around it.

The casual player is the one that gets shafted by this system. You can not casualy play and do much as a crafter. You have to work up your Alchy at the very least to be effective. To me this is a very stupid and intentional development on EQ's part.



Edited, Wed Dec 15 14:15:35 2004 by Corison
#3 Dec 15 2004 at 2:14 PM Rating: Decent
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Edited, Wed Dec 15 14:18:07 2004 by Corison
#4 Dec 15 2004 at 2:27 PM Rating: Decent
I have an alchemy alt, so I have circumvented the system. My guild is independent of the market as we have all the tradeskill classes necessary to be self-sufficient.

We have made the tradeskill system obsolete. I agree, they shoudl do away with interdependence. Keep the crafting methodology but make it like EQ1 where each skill had a separate skill number table, but wasn't capped based on your choice of tradeskill cap.
#5 Dec 15 2004 at 2:48 PM Rating: Decent
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I dunno, a few of us regulars from the crafting channel formed up a guild. We're about 15 strong with maybe 5 of those as alts. Got all the subclasses covered now except provisioner - she's a little slow leveling. The interdependance doesn't really bother me any longer.

It was a pain to get used to, but... I'm used to it now.
#6 Dec 15 2004 at 3:26 PM Rating: Decent
Corison, I am a casual gamer. But I get lots of fun from just levling up my character once in a while at tradeskills. I mean, unless you play ONCE a month or something, then you really don't have anything to look to, but then again, that's with anything. I guess the reward of leveling a hard-earned level is all the sweeter to me if I really did go out of my way to get it up there.

And yes, Corison, interdependance is an additional obstacle, and additional challenge to leveling up your tradeskills, especially at the higher levels. Ok, that's up to you if you find it annoying, but even jdommer who forms up a guild of tradeskillers finds a way to deal with this adding another player element to the game: cooperation. You're not forced to work alone on your tradeskill, just if you find a person (and yes, a casual player can do this as I have) to look to sometimes to trade some key ingredients tradeskilling is a rewarding and profitable experience that is open to those who really want it.
#7 Dec 15 2004 at 5:26 PM Rating: Decent
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Point; To each their own. :)

I suspect a great deal may depend on your server.

I play 2-3 hours a day, but when I am on there are perhaps 4-5 other crafters, total. So often it is simply not possible no matter what you do, to obtain the componets you need without making them.

Thus in order to play the game, I have to develop 3-4 characters at once. If I dont, then I may go for days on end without being able to do any crafting work at all.

#8 Dec 15 2004 at 10:27 PM Rating: Decent
Ah ok then you are correct. By what you've said then yeah that could be problem. We'll see down the road I guess. It's a shame I'm not on your server, by the way, would've liked to meet you... you seem like a good person.
(Phanayr on Mistmoore).
#9 Dec 16 2004 at 2:03 PM Rating: Default
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Corison on Unrest.


I noticed that Unrest seems to be a bit of an odd-ball. At least going by a lot of the forums.. we shall see, the population is usualy fairly tight but I tend to play before work and that makes it interesting.

Now I just need to find away around the 7 am server resets, which are right in the middile of my play sessions. ;)
#10 Dec 16 2004 at 8:51 PM Rating: Decent
Mistmoore is also a big one, although for me on the East US Coast the shutdown is 10-10:30 AM. But it does get in the way of selling stuff on weekends.
#11 Dec 16 2004 at 11:41 PM Rating: Decent
I remember having a character the first time I played EQ1 that was 100+ in about 4 tradeskills. Why? Because I wanted to make cured silk armor and you needed both a Tailor and a Brewer to make the ingrediants for it. Was it a bit time consuming getting multiple skills up so that you didn't have to worry about finding a supplier? Yeah but it was, in my opinion, worth it because of the time I saved down the road.

EQ2 has taken that strategery away from us. Now, no matter how much time you have, you cannot master all the tradeskills necessary to be able to make anything you want/need (unless you have multiple accounts or alts in the various crafts).

That might sound like I'm about to come down on SoE like a ton of bricks. But I'm not.

I actually applaud the effort. DAoC had a similar system once they introduced Spellcrafting. You needed someone to make whatever it was that you wanted enchanted thru Spellcrafting and then you needed to find a Spellcrafter to actually enchant the item. Mythic also put a skill cap on any craft but your primary one so that you couldn't do everything. SoE has done something similar here and I think it's not the worst idea they've had. It's historically accurate- you didn't have the same person make the cladding for armor as made the armor; those were different skills that each took years and years to master. SoE has followed that model as best they can.
#12 Dec 17 2004 at 5:37 PM Rating: Decent
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All i think they need to do is make the basic material refining and parts that are requied for final combines put into a seperate catagory and accessable by all sub classes.

The final items would be class specific but the intermenatries would by all class and that would solve the issue.
#13 Dec 18 2004 at 12:21 AM Rating: Excellent
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150 posts
Quote:
The casual player is the one that gets shafted by this system. You can not casualy play and do much as a crafter.

Dependency or not casual players wouldn't be spending much time crafting unless they were more into leveling tradeskills then adventure level. I don't see how they are shafted.

Quote:
My guild is independent of the market as we have all the tradeskill classes necessary to be self-sufficient.

We have made the tradeskill system obsolete.

Sounds to me like like your guild is using the system rather than making it obsolete. Each person does their equal share to support the whole kind of like Marx's vision of Communism prior to the corruption. Now if everyone was out for themselves make what you need and make a buck with the rest guildy or not, or were not part of a guild and just tradeskilled for the coin, that would have a greater resemblence to Capitalism.

Quote:
I play 2-3 hours a day, but when I am on there are perhaps 4-5 other crafters, total. So often it is simply not possible no matter what you do, to obtain the componets you need without making them.

Thus in order to play the game, I have to develop 3-4 characters at once. If I dont, then I may go for days on end without being able to do any crafting work at all.

I don't think i have ever crafted with only 5 others crafting at that time, I had no problem getting what i needed and makeing things. How does making more toons allow you to craft?

Prior to game release i read some on the crafting system, I thought i was great, it adds a bit of realism. People can dedicate a lifetime to become an expert at one thing. In EQ1 my shammy did the coldain prayer shawl, so he had skilled up in many trades, the only skill he could make coin on was alchemy and this was due to being limited to shammys. Having to obtain your components from other players adds a little depth to the game and keeeps the economy going, not everyone will be in a guild or a tradskill active one to keep the supplies flowing.
#14 Dec 18 2004 at 1:36 PM Rating: Decent
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More Characters-> More Crafters. You can craft what you need. For example anyone except a provisoner is TOTALY dependent on having an Alchy to make componets for them. Thats in addition to what ever else is required.


So if you play on a low population server, or at the very least you play when the population is low. You are required to have a couple alts to develop the componets you need for your primary. Simply because they don't exist on brokers and there may not be other crafters online to make them for you.

More RL? That is one of the worst arguments I have ever seen for a game. Unless you want Perma-Death after some wild boar eats your character. :) If I wanted to work, I would go to work.

#15 Dec 18 2004 at 7:56 PM Rating: Excellent
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150 posts
I didn't say i wanted it to be exactly like real life or going to work, I said a bit of realism. Balancing aspects of the game and not making things too easy make the game fun and interesting. Also, this is an MMORPG. There are thousands of people playing at any given time, interaction with other players is core to this game. Mabey if you should be able to craft every item in game solo, mabey you should be able to solo every quest and mob too. Its completely rediculous that I can't hit "any key" and take down gods in a single blow, why should I depend on the help of other people playing for me to obtain the best gear. /sarcasm off.
#16 Dec 19 2004 at 11:25 AM Rating: Default
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Ah, so if there are not 1,000 other people playing at the exact same time.. You should not be allowed to play? I see how it is.. Thank you for clearing that up. ;)

As I said above, to each their own.. I much prefer to be able to advance and enjoy the game. Working in a group should be more effecient, but I should not have to be in a group to simply play.
#17 Dec 20 2004 at 2:27 PM Rating: Decent
As the various crafting societys level, they seem to be offering more stuff. Eventually I expect to see tier 2 items show up.

Tho it will take work... You dont NEED others to craft, its just a lot easier.
#18 Dec 20 2004 at 3:26 PM Rating: Decent
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51 posts
Quote:
Thus in order to play the game, I have to develop 3-4 characters at once. If I dont, then I may go for days on end without being able to do any crafting work at all.


I'm in the same boat, but it's not too bad. I enjoy all of those characters and am not in a hurry to level.
#19 Dec 22 2004 at 4:53 PM Rating: Decent
just want to throw this in real quick, i personally love being self sufficient, esspecially doing tradeskills.My chanter in EQ1 was a master of every trade except pottery, so i wasnt too pleased with the subclass limitation either, but get this- were all playing EQ2 cause its an online roleplayer, in other words we play so we can play with real live people.I realized the interdependance thing is to help us form relationships with RL peeps not just our npc vendors, it actually incourages cooperation. not a bad system after all , or we'd all be playing morowind alone :) later all and GL with those skills!


man with many alts :)
#20 Dec 22 2004 at 6:06 PM Rating: Decent
27 posts
I have to agree with dend however because of this interdependance there are less people playing as crafters causing the crafters to have to be self-sufficent which is a huge problem. As soon as more people see its not that hard to actually get the componets from other player they may start. I myself actually love doing skills they provide more income + an extra challenge to the game. If anyone has ever made their own stuff they know what it feels like to replace ur old stuff with stuff that u made =)
#21 Dec 23 2004 at 10:59 AM Rating: Decent
Indeed Falconbrei, and to Corison I'd like to say, I too play on Unrest,(just began tradeskilling only lvl 11 scholar now) but so far I haven't had any troubles, most times I play about 2 hours before and 2 hours after patch (just about the same hours as you I think, if I read you right). And I think we are blessed, we can craft during downtime hours and during the peak hours (when you and I probably are asleep) we can leave our computer running and make money selling them. We don't have the trouble of making choice between crafting and selling cause we craft in downpeak hours and sell in the peak hours.
#22 Dec 26 2004 at 3:04 AM Rating: Decent
42 posts
Scholar is easy because you can make the much sought after eolith and stroma products. I have a 17.3 Scholar and a 12 Outfitter, Lavastorm BTW. Leveled the Scholar to about 14 solo, then realized the faster way to level was to make new items, other than the jewlery I could make solo. These items were combat runes for scouts and I needed iron spikes. Tada, 4 hours later and i have a lv 10 outfitter ready to hammer them out, and later, make armor for my warrior alt. Still need to make a craftsman for cailun paper and maple quills as the prices for these are about 5s a piece and the app3s they make only net about 10s-15s so i am essentially making them for free :). Also, these prodcuts needed for the scholar level the alt crafter very fast, giving you a kickstart to 20 and your second specialization. However,a non station member can only have 4 chars, so they will be limited by 1 or 2 wanted professions. EX. I would like to go alch, tailor, weaponsmith, armorsmith, but if I do that, I miss out on my paper and quills, jewlery and scrolls, so i either roll up a craftsman, and lose one of my 4, or buy said materials from the market. Station subscribers can make pretty much all of them, cept for one, which if I was to choose would be the carpenter...

Also, people complaining about bots and such decreasing the value of coin, EQ2 has wonderful bleed systems that scale with the value of coin. EX. Broker commisions, NPC wares ( as if coin loses its value, these will be bought do to their relative cheapness, if not the best stats ), *LACK OF PRICE HISTORY*, *NO-OFFLINE SELLING*! Lack of price history is nice because if you do not sell the item for an outrageous price, you will lower it and have to guess at sutiable prices. Lack of offline selling prevents people from continously raising prices as prices tend to peak during the noon hours and plummet at night ( Thank you undercutters :) ) FFXI ( don't hit me ! ) had both these elements and it lead to skyrocketing prices when coupled with bots and gilsellers. Right before i quit, they instituted a system where the fee for auction was a % of the price, which helped bleed some of the gil. EQ2 already has this mechanism and along with the elements mentioned above, the economy will stay nice and healthy!
#23 Apr 14 2007 at 12:23 PM Rating: Decent
Maybe i'm strange having learned my role-playing skills on Pen & Paper D&D.
My Toon's don't give each other stuff, they SELL each other stuff.
Yeah they are all born in my head by way of the Computer, but each is His/Her
own person. If your Alt toon's are just TradeSkill Slaves to your Main, Then I
say it's time for a Slave Revolt.
VIVA LA ALT REVOLT ! ! !
#24 Apr 14 2007 at 1:42 PM Rating: Excellent
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