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Good Morning, AllaK's - 5/15/07Follow

#1 May 15 2007 at 5:00 AM Rating: Excellent
Good morning, happy campers.

My son had a baseball game last night (he won, 8-3) and we were at the ball field late so there is no in-game update for me today. As always, in lieu of an in-game update, a discussion question for the class:

If you were asked by the devs, if you could make any change to your current (main's) tradeskill class to make it better, funner, more profitable, etc., what would you tell them? Keep in mind a few conditions: your change cannot move your tradeskill into the scope of another tradeskill class (ex: saying you want your provisioner to be able to brew poisons) and the change has to be to the class itself, not to outside items/influences (ex: you can't say that you want to improve your armorer's value by making all dropped armor worse).

My main is a weaponsmith. Right now weaponsmiths can make decent money through the middle tiers, with business tapering off at the high end due to the quality of dropped weapons versus player-made. A change I'd like to see that would increase the demand of a weaponsmith and also introduce a new element of interaction within the player community is the ability to balance and sharpen dropped weapons. Through the same interface that exists now for quest crafting and crafting NODROP items for other folk, weaponsmiths would have the ability to use a new set of skills to sharpen (add a point or two of damage) a weapon or balance it (remove a point or two of delay). In this way, even though I may not be able to create a weapon as good as the Dark Uberblade of Bloody Mobslaying, I can still be hired to give the thing a nice edge..a little extra bite. In the case of NODROP or already attuned weapons, it also encourages players to interact, which is always a good thing.

What do you think? What's your idea? And how was your evening?
#2 May 15 2007 at 5:34 AM Rating: Decent
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I like the idea that you present Stu, let a weaponsmith sharpen or balance a weapon, let an armorer repair armor or tailor fix tears, not sure how this would apply to other tradeskills tho, and how would transmuting and tinkering then work.
#3 May 15 2007 at 6:13 AM Rating: Excellent
dschultz wrote:
not sure how this would apply to other tradeskills tho, and how would transmuting and tinkering then work.


Well, my suggestion was just tailored to weaponsmiths. The question at hand isn't to come up with something that would apply across all tradeskills, but rather to think of something that you would do to make your particular chosen tradeskill better for you.
#4 May 15 2007 at 6:53 AM Rating: Decent
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I have only two words: Armor Dye. That is all.
#5 May 15 2007 at 7:03 AM Rating: Excellent
Mearyk wrote:
I have only two words: Armor Dye. That is all.


Pink ogres. No thanks.
#6 May 15 2007 at 7:58 AM Rating: Decent
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991 posts
While that is scary, at least it would be unique.
#7 May 15 2007 at 8:20 AM Rating: Excellent
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I want all the Artisan clothes equipable at Adv level 1, or my TS level. Whose skippy idea was it to restrict Artisan only stuff by Adv level, when Adv level is not required to craft?

Artisan tunic is equipable at Adv level 5. WHY? Status clothing from Ironforges has Ad level restrictions too. My level 3 Bruiser level 70 Provisioner would LOVE to have a status dress, and Tunare knows she's done enough writs!!!

Edit: And as for my particular class, WS can have thier ammo back! I haven't enough time to keep 7 kinds of ammo counting arrows fully stocked!

Edited, May 15th 2007 12:21pm by Calthine

Edited, May 15th 2007 12:25pm by Calthine
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#8 May 15 2007 at 9:36 AM Rating: Good
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Ok last night I got lucky and had a group that got me lvl 41 and another aa :D it was very strange we had 4 healer types (including me) a wizzy and our tank wa a swash, Hey it worked very well :D

As for the discussion, I am a Carpenter, there is soooo much furniture in game, we should be able to make any type of furnishing also let us have the ability to build wals to partition off our houses.

Edited, May 15th 2007 12:42pm by Gwendolan
#9 May 15 2007 at 9:48 AM Rating: Default
I believe there was a brief period when SOE was considering Fabled player crafting. As a 70 jeweler i would love to be able to craft Fabled jewelery, perhaps even pre-defined sets that add bonuses. I assume this goes for almost every TS.
#10 May 15 2007 at 9:54 AM Rating: Decent
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Actually, there used to be more fabled recipes in game. Most were curtailed. The only ones left that I know of drop in EH.
#11 May 15 2007 at 8:08 PM Rating: Excellent
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Yeah, we had Fabled with the "Secrets of the" books. They were removed with LU 24 (aka the Crafting Nerf, when they reitemized everything), as they were way way waaaay too good for their level by any measurement. For example, here's my Yew Bow, which at 63 I still carry for stats (I'm a Troub, I don't use it often, and remember I solo and craft).

We have new fabled crafted with the Emerald Halls dropped recipes. The recipes are dropped and the rare component is dropped. Like the Secrets books, these aren't available to the Average Crafter (but will eventually trickle down). Unlike the Secrets books, the stuff isn't sharing a loot table with Masters.

Maybe there will be more.

Oh, about my post above? On Test today the Artisan's Tunic was changed to equipable at Artisan level 5 instead of Adventure level 5. I'm psychic!!
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