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Thoughts On EQ Tradeskills, 2016Follow

#1 Aug 30 2016 at 7:50 PM Rating: Excellent
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Some thoughts on tradeskills, spurred by the two posts (quoted at bottom) from the Artisan's quest thread .

-Tradeskills in EQ have always been sadistic in design, despite some advancements in the systems (Abysmal Sea Quests, Crescent Reach, "new" interface with recipies, auto combine, etc.) --but don't forget the taking away of being able to spend GM points in tradeskills, which was cut back significantly (especially recall this for research).
-Tradeskills in EQ seldom give a reward at the level as you level... so there is a lot of timesink for no real reason
-The failure rate on trivial recipes has always been ridiculous.... you are 200+ points beyond mastery of something you should extremely rarely fail to make it.
-tradeskills could be more fun, for more players if some tweaks were made.

I do believe tradeskills can reflect the difficulty in-era on a progression server, but I believe that said progression should be retroactively altered in a couple of ways.

1. For Kunark-LDoN era more combines need to be added to make useful things in the era, at the level. This can be existing in-era items, or even Kunark items from drops become tradeskillable in Velious and so on. This precedent could carry forward up to present era... and would mean lots for tradeskillers to do in every era. I don't mean highest-end raiding stuff (Though you could do that 3-4 expacs later really...) just useful content that providing an alternate route to would add some fun.

2. GoD gave us the Abysmal Sea "Freebies", which if you have ever done them are a bit of a timesink, but at least you know you will get your skill ups without having to farm mats too. In my view, GoD's freebie should of happened in Luclin, but it didn't. However, add in a 100 level skill, 150 level skill, 200 level skill and rework the TSS freebie to take you to 250 skill. This puts you in the territory of having good reason to pursue the rest of the skilling up.

3. If #2 is too hard to swallow, Add simple (in design) tradeskill daily tasks that you can do the task for (example) for a brewing merchant in PoK to collect some brewing items (old zones, not sadistic low drop rates either) to get +10 skill ups for doing the task. The tasks would rotate, and basically add in the benefit of teaching people where to farm their mats. 20 days of straight farming the brewing task to get 200 skill is not a game-destroying easymode.



What other tradeskill comments do all of you have?




TwoScoopsOfHot wrote:
Yeah, it would be really nice if they sped up the auto-combines. Working up Baking, for instance, is an enormous pain. Every skill-up combine has like 3 or more sub combines, some using different containers. So you have to run to the brew barrel and do 100 combines and then do 100 in the Mixing bowl, then 100 more in the mixing bowl, then off to the oven to do the final 100.

It'd be nice if you could just select the top-level item and have it perform the sub-combines for you.

Or perhaps the auto-combine could speed up as it goes. So, like, the first 10 combines take the normal amount of time each. But the next 10 go a little faster. And so on. Or perhaps after a while it does 2 at once, then 3 at once and so on.

Or maybe you should be able to queue the combines up to be done while you're offline. You have to have all the mats and everything, but once you go into the auto-combine process a "Combine Offline" button activates (like Buyer mode) and lets the process finish while you don't have to sit and watch it.

Seriously, trying to work up tradeskills just takes too much time sitting watching items combine. Thousands of combines. It's really, very boring.


Sippin wrote:
I think they should just one BIG button, like a super-hot-key. It says on it BAKING 300. You hit the button and <boom> you're 300 in BAKING! Then there'd be a BREWING 300 giant hot button. Hit that, and <boom> you're 300 in BREWING! Then another one for SMITHING....

Wait a minute, how about an even BIGGER BIG hot button that says ALL TRADESKILLS 300. Hit that and <boom> you're 300 in all available tradeskills!

Am I being sarcastic? Of course I am! This coming from a player (me) who maxed all the tradeskills back before the the auto-combine button was available. However I did buy Draught of the Craftsman. The players who can really be sarcastic are those who preceded me and didn't even have the Draught to save them the loss of mats.
#2 Aug 30 2016 at 8:21 PM Rating: Excellent
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"The failure rate on trivial recipes has always been ridiculous.... you are 200+ points beyond mastery of something you should extremely rarely fail to make it."

I think it is already this way. If you are 200+ points (raw) above the recipe, it never fails. For recipes which are trivial, but not 200+ points trivial, the failure rate is 5%. That doesn't seem too bad, though scaling it would probably be good (i.e. 100 points trivial, fail at 2.5% rate, etc).
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#3 Aug 31 2016 at 5:34 AM Rating: Excellent
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tatankaseventh wrote:
"The failure rate on trivial recipes has always been ridiculous.... you are 200+ points beyond mastery of something you should extremely rarely fail to make it."

I think it is already this way. If you are 200+ points (raw) above the recipe, it never fails. For recipes which are trivial, but not 200+ points trivial, the failure rate is 5%. That doesn't seem too bad, though scaling it would probably be good (i.e. 100 points trivial, fail at 2.5% rate, etc).



I won't argue that (the numbers) as you are likely totally right. Too many combine fails when within range, at trivial level and when beyond would be my point.


Also, to my suggestion of new combines in old content: for the Classic to PoP era this can even be colour variations of existing things. For example, Gnome Skin Armor is black. Make recipes for it, but also for it in other colours with the same stats. That does not upset Velious item progression (someone farming ToFS for the black set vs. someone having to farm a level 35-50 zone for gnome skins... and yes they may have to add a tradeskill mat drop to a few places to make this all work).


It would also be nice to be able to do quests, maybe based on city factions, to learn new recipes from NPC of particular tradeskills. So if you max ally all the Freeport factions you have 60% of the known recipes in the world by visiting the NPC scattered in the town. Special recipes could require some travel like Cabilis, Katta Castellum, etc.
#4 Aug 31 2016 at 6:08 AM Rating: Good
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I started in this game almost at the beginning and I never touched trade skills for many years because they were REALLY difficult in the first few years. Not the least of which was the challenge of acquiring materials. In those days the most practical approach to mastering trade skills was to become a guild's master tradesman in a skill and the guild would provide mats, especially items best acquired from raid-level encounters (like diamonds and blue diamonds). That's how I got started with jewelcraft on my enchanter because those 65 HMM rings and necks, and 45HM earrings were such uber items, easily sold for considerable plat in those days. Once my enchanter maxed out 300 JC I never looked again at other trades.

Until a few years ago when I realized how much they had care-beared this part of the game. Before, leveling trade skills was actually "a game within the game", and not really a fun one, which required more time than playing the game conventionally. When the care bear approach went into effect, you could level a skill in a matter of hours if you took advantage of all the care-bear benefits. The one I made use of most was Draught of the Craftsman, which basically amounted to just paying the game $10 a pop to let you level up skills. Find a high-trivial recipe (the higher the better) for which you can acquire components, gather up a bunch of stacks of the mats, get yourself near the skill's container type, pop the potion and click, click, click for two straight hours. Yeah, it would have been even easier with the auto-combine button but honestly it wasn't all that hard without. I'd just watch Netflix while clicking. With the draught the key was to combine something with like a 450 trivial right from level 1. Sounds crazy? No, it's smart. If you fail a combine under the influence of the Draught you don't lose the mats so you don't even have to refill the container. Just keep clicking. YOU WANT TO FAIL, using this approach, since you can still get skillups on failure but you don't get interrupted by the need to bag the item you just made and then refill the container. (Plus you don't have to go to a vendor to dump the piles of trade skill items you made and don't want, unless you're lucky enough to be able to level up making bags, power sources or other in-demand items.)

My point is it's really become TOO simple to level trade skills. I think if they raise the cap to 350 or 400, as I hear rumors about, they need to make it difficult and challenging to level up to the top. I'm NOT talking requiring raid-only mats. I'm talking about making recipes hard to find, making components require travelling the whole or Norrath seeking them out, maybe making some of them no-drop or even lore so that there is a great challenge and a real sense of accomplishment in every skillup. They will fail if they raise the cap to 400 and a week after the code changes, a bunch of players have reached the cap. It should be a noteworthy achievement for the first players to ding 400 in a trade, and still a rare event every time another player reaches that level. Not like maxing languages on FV where you can max out each language in 5 minutes and all 28 in an hour or so.

Give the game some challenges that don't require 4 hours a night 3x a week sitting in a raid zone and clicking nukes on a raid boss and heals on the MT!
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#5 Aug 31 2016 at 6:27 AM Rating: Good
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On your point about failures on trivial combines, I disagree generally. I think there should always be a chance at failure, because that's how it is IRL. I didn't know the failure rate is hard-coded at 5% in such cases, as someone said above. That seems a little simplistic to me. I think it the chance to fail a trivial combine should be on a bell curve from 1-10% with an adjustment downwards related to the difference between the trivial value and the player's skill level.

Maybe I use Draughts too much and don't notice but I really don't experience a remarkable level of failures on such combines, nothing that makes me think it's unrealistic or intolerable. Plus there are AA's now which guarantee a 50% component recovery rate on failures and you don't have to spend RL$ on Draughts to salvage your mats using these AA's. I think there are a lot more aspects of trade skills they should fix before tinkering with the trivial failure rate. Plus I'd love to see more recipes for items that could actually be sold to other players. I've made 10s of millions of pps from my trade skill Bazaar vendors but it's always been from a small handful of marketable items and as an expansion ages and demand wanes this volume decays considerably.

I have to admit, though, the Artisan Quest is a good sign that DBG is showing respect to trade skill devotes and giving all players a reason to "tinker" with trades, pardon the gnomish pun, Smiley: wink
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#6 Aug 31 2016 at 4:19 PM Rating: Excellent
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I agree that leveling the "top" range of a tradeskill in the useful era of that range should be hard. This means the committed people benefit early/in-era for honing the skill. That would make it the same as raiding really.

I think catching up to the mid-range of a tradeskill in a later era should be very easy, as part of the lure to make you want to do tradeskills in the more serious way. This is the part EQ has always kind of mussed up (i.e., really old raids that no one does that require #s to do, preventing casual out of era use). What would be the difference of making a marketplace draught that boosted you to 250 skill in a trade? Obviously this couldn't be made available on progression servers in the early eras, I think it would have zero economic impact on live servers, except possibly creating a market for the mats to keep leveling trade skills.*

*I'd still rather see better in-game things to do to raise skill better/faster


Playing progression you get a taste of tradeskilling without all the benefits (marketplace, AA, etc.) and extremely little reward. Even the researchers have become scarce much of the time on some of the prog servers, and thats' guaranteed demand for many expacs to come as long as anyone is leveling up still.
#7 Sep 01 2016 at 9:16 AM Rating: Good
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To prove a point, I trotted our a second shaman I have, a level 91 troll named Septikk Phever. This was one of my earliest toons, born in 2000, but not being a big fan of the shaman class, I haven't done much with him in years. (His gear is deplorable, but it dates back a decade, prolly. And it wasn't great back then!)

His Alchemy skill started at 1, the default for shaman.

I bought the recipe for Ancient Hedgewizard Brew and scribed it. This cost like 1pp. Trivial is 482. Yes you can try to make these from Level 1 and, amazingly, while you fail "most" of the time, you can actually succeed rarely. My fifth attempt succeeded, among many to follow.

I bought 400 each of the vendor components, Jar of Acid from Gerta in PoK, and Alchemical Poison Vial, Blackwort and Echinacea from Alchemist Redsa in the same area, outside the "small bank."

Total expenditure for these mats was about 86k.

The only dropped item required is Relic Fragments. This is a common drop in whatever expansion it was introduced and as I tend to store any trade skill mats I acquire. I had over 500 on various toons. I transferred 400 to Septikk. If I had to buy these, plenty in the Bazaar for 900-1000pp.

Septikk has ~9000 Station Cash on his account. This is all from the 500SC free monthly credit so I didn't need to buy any. Anyone playing regularly with an All Access account probably piles up more free SC than they can use so spending this "money" is essentially getting stuff for free. Using 2000 of this SC I bought two Draughts of the Craftsman, each of which provides 100% salvage of components for 2 hours.

I drank the potion and settled down in my guild hall to do some auto-combines.

So what happened?

In 2 hours I went from Alchemy 1 to Alchemy 246. Made 102 successful combines. In the second 2 hours I went from 246 to 296. Didn't quite ding 300. Made another 106 combines without failure. Total successful combines: 208. Failures: 4,287.

The combines went fairly quickly, to my mind. No, they're not instant but as I mentioned in another post you want to see slowness make a hot key for Forage or Fishing. And THIS process is automatic. I just sat there and watched TV since my understanding is you're not supposed to allow your toons do anything "automated" without being at the keyboard. Fair enough. I could also chat with my guild, browse the Bazaar and almost anything else short of casting spells and fighting.

The Ancient Hedgewizard Brews add 6500 damage to spellcasts so they're a decent potion and the asking price in the Bazaar on FV runs about 4000pp each. The Relic Fragments sell for 900-1000 apiece. So in theory you can even make a substantial profit levelling your Alchemy here, EVEN IF you need to buy your Relic Fragments. In truth it might be hard to move this many Brews quickly but there are plenty of similar recipes for other alchemical potions which provide benefits like healing and others so you could mix it up a bit and increase the chance for quickly recovering your investment and maybe even make some plat.

This is pretty dumb-downed and care-bearish for levelling a trade skill, IMO. It's hard to imagine EQ making it much easier short of a giant "Alchemy 300" hot button on every shaman's UI. I failed 4287 times and only preserved the components (market value about 5 million pp) because of the Draught. Imagine the massive investment of trade skillers back before this and the Salvage AA's. It doesn't bear thinking about the efforts made by these early players to master all the then-available trade skills!

/hat off

The key is to find a high-triv (400-500+) recipe which requires only vendor components save for the inevitable one drop, and ensure that the one drop is easily acquired. I've already found some for Smithing and I'm going to check for all the other skills when I have time. If you don't want to spend RL$10 on a Draught then go All-Access and with the monthly 500SC credits you can get a free Draught every 2 months. Plus they have occasional sales where these can be had for half-price, IIRC.





Edited, Sep 1st 2016 1:48pm by Sippin
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#8 Sep 01 2016 at 11:50 AM Rating: Excellent
Quote:
Anyone playing regularly with an All Access account probably piles up more free SC than they can use so spending this "money" is essentially getting stuff for free

I have to disagree with this point. Just because you have plenty of it laying around doesn't mean it was "essentially free". You still had to pay real money for those. I've been back for 4 months now and have yet to spend any Station Cash, because I'm trying to save up for the high-capacity bags. So, some of us are not in your situation.

But yes, if you have been around so long that you have Station Cash burning a hole in your pocket, and want to burn some on a Draught or 2. Then of course it's going to be easy to level it up. IMO, it better be easy at that point, you're essentially spending real money to level up your crafting.

Another point of contention I have this this is the amount of plat you spent (or would have spent). Almost 600,000pp. Now perhaps it's just because I'm only level 81. Perhaps once you're level 105 you can farm plat in those quantities very, very easily... I don't know. But the only reason I have ever seen more than 100,000pp is because I bought and sold a Krono. So that would, again, be spending real money on it to make the process easier/faster.
#9 Sep 01 2016 at 1:25 PM Rating: Good
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Of course it's easier to make plat at 105, especially on FV. The marketable trade skill drops alone you can pharm while levelling can make u a ton of plat. Now if you max out trade skills that's another area which can make you plat. If you play the Bazaar well and keep mules up all night when you're not playing, another source of plat. Plus as a 6-boxer I don't have to share drops with anyone else. My 6 accounts are all All-Access so I see 3000 SC a month from them all, and I do view that as free money from EQ. Not to mention my toons are all at maximum velocity for Loyalty tokens. You can use those to buy the bags of plat which can be cashed in for substantial amounts of plat. You kinda have to do it since if you cap out your velocity at 5760 you don't get anymore until you spend it down.This thread reminded me I have toons capped at the 5760. Spending that down in bags of platinum pieces will clear you 200kpp. Per toon. (Note: This used to be crazy profitable till they nerfed. Those bags now cash in for 15kpp. They used to be worth 180kpp apiece. I remember when they warned that a nerf was coming. Everybody in my guild rushed down to the Loyalty vendor in PoK to cash in. One of my friends was away for the weekend and boy was he annoyed when he came back post-nerf and discovered he had lost effectively something like 2millionpp.)

Not bragging here, just saying, yes, spending PP does hasten the process of levelling up trade skills. But look at this way, even if you don't buy Draughts, if you have to use up valuable mats to earn skillups, you ARE spending money since those mats could have been sold for plat. Either way everybody PAYS to raise their trade skill abilities. Nothing is free in life nor in EQ. Smiley: jawdrop


Edited, Sep 1st 2016 3:31pm by Sippin
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#10 Sep 01 2016 at 2:38 PM Rating: Excellent
Tradeskills are monotonous and boring, and take too much time to do. I play a game for it to be fun. Do I want there to be a sense of accomplishment too? Of course I do, but there's a balance that needs to be struck, and currently tradeskills are out of balance... in my opinion.

Just going to have to agree to disagree on this one, I suppose.
#11 Sep 01 2016 at 2:39 PM Rating: Excellent
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Fair 'nuff. No need to agree on everything!
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#12 Sep 01 2016 at 3:26 PM Rating: Excellent
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TwoScoopsOfHot wrote:
Tradeskills are monotonous and boring, and take too much time to do. I play a game for it to be fun. Do I want there to be a sense of accomplishment too? Of course I do, but there's a balance that needs to be struck, and currently tradeskills are out of balance... in my opinion.

Just going to have to agree to disagree on this one, I suppose.


Sounds more like tradeskills are not for you. There's a difference between that and them being out of balance.

In a game this big, with this many aspects to it, it stands to reason that not everyone will enjoy all aspects of the game. Just ignore the aspects you don't enjoy.

Tat
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#13 Sep 01 2016 at 7:06 PM Rating: Excellent
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Honestly, my biggest beef with tradeskills is the bizarre requirement to basically toss out everything old and replace it with a whole new set of mats and recipes every single expansion. Ok, maybe not "replace", but it seems like each expansion brings a completely different new set of mats, with new recipes that use those mats. I would much rather they just build on the existing infrastructure. Take each tradeskill and break it down into different broad types of things you are doing, with broad types of materials needed for each category. Maintain these common mats, making them drop in similar rates in future expansions. Then, break those broad categories into sub categories and then into specific recipes for specific things. That way, everything that's in categoryX, and subcategoryY, will use the same materials, which are broadly and globally available, with only maybe one or two unique mats needed for the final combine.

Basically, build on things over time, but use the same common ingredients. What we have now does use subcombines (which is fine), but those requires mats that only drop in this expansion, then another subcombine that uses mats that only drop in another expansion, then you combine them with yet more mats that only drop in whatever expansion the recipe came from. IMO, we don't really need yet another form of spider silk that differs only by name because we came out with a new expansion. Or a new/different blue rock, or new/different type of hide, or skin, or water, or whatever. Just use the same mats.

Do it this way and the skills themselves would follow a certain kind of logic. If I'm making a form of plate armor, I'm going to know what 90% of the materials are because of that fact. It's in the "armor" category, and the "plate" subcategory". All that remains is whatever specific stuff is needed for the specific plate armor I'm making. More importantly, I don't have to scour all over the place for mats. The same mats will work for everything that I'm doing. I just need to go farm or buy stuff that drops in the expansion that the recipe came from to do the final bits.

This would also make it much much easier on people who don't do tradeskills but might maybe want to sell them. I have no freaking way to know if that random mat that just dropped is really worth anything. This kind of system would mean that if I'm leveling up a character in an older expansion, the mats I pick up are actually sellable. Which also means more mats available for the 90% of the tradeskill recipe that's just building up combines. Which makes it much easier on everyone IMO.

The current system is just so random and so arbitrary that it's not just bewildering to a new starting trade skiller, but to everyone else as well.
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#14 Sep 02 2016 at 6:01 AM Rating: Excellent
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Older mats often are pretty sellable because they are used sometimes in new recipes. And, of course, the Artisan Quest has stimulated HUGE demand for mats easily pharmed in earlier zones. I've been watching Bazaar prices and even availability for mats needed for parts of the Artisan Quest because I'm mulling over going after the augment for all 7 of my toons, a humongous task to be sure, so I want to buy as much as I can find affordably. Some common mats which used to be available really cheaply before are now unattainable except by pharming them yourself. Not particularly difficult when they drop in Velks or Cazic-Thule but time-consuming when you need 200 of them.

Older mats are also in big demand for use by players levelling up their trade skills. That will always put them in some demand as long as there are always newer players getting interested in trade skills.

If you're not sure of the value of "that random mat" that just dropped, I have just one piece of advice...: /Bazaar!

You miss the POINT of a new xpac having new recipes which require new mats: it's to get players to BUY the new xpac and experience it!

Edited, Sep 2nd 2016 8:03am by Sippin
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#15 Sep 02 2016 at 1:11 PM Rating: Excellent
tatankaseventh wrote:
TwoScoopsOfHot wrote:
Tradeskills are monotonous and boring, and take too much time to do. I play a game for it to be fun. Do I want there to be a sense of accomplishment too? Of course I do, but there's a balance that needs to be struck, and currently tradeskills are out of balance... in my opinion.

Just going to have to agree to disagree on this one, I suppose.


Sounds more like tradeskills are not for you. There's a difference between that and them being out of balance.

In a game this big, with this many aspects to it, it stands to reason that not everyone will enjoy all aspects of the game. Just ignore the aspects you don't enjoy.

Tat


Aye, so true. I absolutely love tradeskills because they're relaxing for me. I can sit there all day and do it, but I also realize it's not for everyone. I find grinding xp to be monotonous and within 30 minutes, I want to gauge my eyes out and scream for mercy. =P

Tradeskills + actual questing = omg, so fun. =)
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#16 Sep 02 2016 at 5:17 PM Rating: Excellent
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Sippin wrote:
You miss the POINT of a new xpac having new recipes which require new mats: it's to get players to BUY the new xpac and experience it!


They could still get people to have to buy the new expansion by either locking the recipes to the expansion itself, or by having a set of "unique" mats that only drop in said expansion be a requirement for the new stuff introduced in said expansion (so all other mats are broad global drops, but to do the final combine, you'd need that one mat that only drops in the expansion). My issue isn't the occasional single new mat, but that they seem to change all the mats for everything involving new recipes each time around. Which gets terribly confusing and redundant.
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#17 Sep 04 2016 at 1:57 PM Rating: Excellent
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I'm looking at your FV server example Sippin and I see how that works (especially if one has been subbed steadily).

Move that situation to Vox server and it gets a lot uglier, even if willing to spend the station cash.


I agree with gbaji's point that "expansion lock" need only be a single item. Example: suppose in Empires of Kunark a new drop of "Shiny Red Diamonds" used to make level 110 Curscale armor. The rest of the mats drop around Cabilis in Kunark era. An absolute ton of tradeskill depth and utility could be added across eras with such a thoughtful system.
#18 Sep 04 2016 at 3:09 PM Rating: Good
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I guess. I think realism is better served by using some mats from the new xpac and some from previous xpacs. It's just not natural to require exactly ONE new mat. One thing about the Artisan Quest, it requires lots of mats from old xpacs and long-abandoned zones which makes it challenging and fun. It also creates demand and Bazaar value for old mats and items which were probably unsellable prior to this. I just bought Kaladim Constitutionals for 200pp to do part of the Aid Grimel quest and a couple of players have stacks of them for sale at that price. I just don't want to be bothered making them myself, although they can be made for a few plat if you go to the trouble of obtaining ingredients yourself. This is a great way to introduce new quests and new uber items while at the same time making old zones useful again and old materials marketable.
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#19 Sep 05 2016 at 6:59 AM Rating: Excellent
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Sippin wrote:
I guess. I think realism is better served by using some mats from the new xpac and some from previous xpacs. It's just not natural to require exactly ONE new mat. One thing about the Artisan Quest, it requires lots of mats from old xpacs and long-abandoned zones which makes it challenging and fun. It also creates demand and Bazaar value for old mats and items which were probably unsellable prior to this. I just bought Kaladim Constitutionals for 200pp to do part of the Aid Grimel quest and a couple of players have stacks of them for sale at that price. I just don't want to be bothered making them myself, although they can be made for a few plat if you go to the trouble of obtaining ingredients yourself. This is a great way to introduce new quests and new uber items while at the same time making old zones useful again and old materials marketable.



I'd see it as a range of things, tiers if you will:

-"basic" tradeskill made items of an expac would use a drop (or vendor) from the early content of the expac and older stuff.
-"medium" tradeskill tier could be a mix (say 4 old, 2 new... or banded mail + a new ingredient or two, etc.).
-"elite" tradeskill would be obtainable in-era following group and raid progression, "the higher, the fewer"*


*with the caveat that the high end content would scale to usable as future group content (rather than being unused) and/or one expac's elite drops for tradeskills become the next expacs medium drops/vendor accessable items.


The more old stuff that is reused (without creating bottleneck camps) the more robust the game economy is. Even if it just encourages some to play a lower level alt for XP while getting mats for other uses.
#20 Sep 06 2016 at 5:27 PM Rating: Good
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Right. And the really big win is that if you went back and cleaned up everything in the "past", you could make it so that, for example, the bulk of the ingredients for everything (even sub combines) can be obtained in every expansion in the game. So instead of scouring the bazaar, hoping that someone happened to go hunting in one of the zones in expansion X that drops the mats needed for something you need so you can buy it, all the mats will be available because they all drop in every expansion. There's just fewer total "common" mats. You'll still need to find the single type that only drops in a given expansion for that expansions recipes, but IMO that takes 99% of the annoyance out of the equation for tradeskills. Instead of having a full separate set of common mats for each expansion, you have one single set of those mats that drops everywhere. So there's always tons of that stuff available for use. And you'll constantly pick up stuff that's useful to you where every you hunt, without needing like 5 accounts worth of banking space to hold everything you might need "just in case".

Honestly, this is something that would have been much better if they'd thought about it ahead of time and designed it from day one. It just seems like on the tradeskill side, the devs wanted to be "creative" with each expansion and provide whole new sets of mats. Which is charming the first couple expansions, but after 22 such expansions is just a ridiculous amount of bewildering variety. At the end of the day, there's only so many types of flour used in real world cooking, right? If someone develops a new recipe for something, they aren't going to magically find a new type of flour that's never existed before to use in the recipe. They most likely will use the same flour, and the same salt, and the same onions, and the same garlic, and the same stock, and the same butter, and the same chicken, but maybe change the spices used, or add some special locally grown peppers, or some other change that makes it new and unique.

In EQ, the basic elements of those recipes change in every expansion. Which just seems silly to me. And needlessly complicated, especially as the number of zones that aren't actively being hunted in has grown. It creates artificial blocks to some recipes. And honestly, there's too many now anyway. 99.9% of the recipes out there are never going to be used simply because the result isn't anything anyone wants or needs and there are other better recipes to use to work up your skills to get to the things you do actually want or need. And in many cases, these aren't even just things that we outgrew as the expansions have come along and the level range has increased. Seems like about 80% of the stuff that's introduced in each expansions are just flavor content anyway and didn't really have a use even when the expansion was new. Maybe that's just my imagination, but it sure seems like it.
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#21 Sep 07 2016 at 5:44 PM Rating: Excellent
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gbaji wrote:
...Seems like about 80% of the stuff that's introduced in each expansions are just flavor content anyway and didn't really have a use even when the expansion was new. Maybe that's just my imagination, but it sure seems like it.


Absolutely true for drops, quests and tradeskill items... and probably more like 98% for vendor items.

Ironically, in this age of less devs with less time to develop content... there is such an easy opportunity here, in that they could take any of these old things and add new purpose.

Example: otherwise useless food recipe from Kunark becomes the one quest hand-in a new NPC in Plane of Health wants. Reward is something useful such as slightly below first tier group quality from previous expac.

Note that this is a bit of an extreme example, but we do have nearly 20 years worth of dead-ends to build from. There is precedent for this being done before (Earring of the Solstice, the PoK "museum" quests, the long-overdue extension of the Coldain Prayer shawl quest and so on).


Getting back to tradeskills specifically, making old recipes a subcombine in a new (but useful for the era it is made active) recipe is good too. Simple is okay... banded + "Orc Slime" creates the new Slime Banded set of armor --with a trivial matching it's era/level usefulness. {as a fake example}

From a progression standpoint, I still think there is opportunity to retroactively tweak some things to smooth out eras.
#22 Sep 08 2016 at 6:37 AM Rating: Good
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I don't think dev time and effort is a significant consideration for making new TS mats. I mean look at how it works now: all they do is come up with new names for SILKS, ANIMAL PELTS, SPINNERET FLUIDS and MARROW and <boom!> new materials! Their #1 priority is selling the new xpac and they're always going to do everything to ensure players NEED the new xpac to succeed in the game. I hear entirely what you're suggesting and I do think they could achieve both by suggestions being made here. But I think they're following a design formula with years of history and I don't see them changing it.
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#24 Sep 08 2016 at 5:35 PM Rating: Good
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snailish wrote:
Ironically, in this age of less devs with less time to develop content... there is such an easy opportunity here, in that they could take any of these old things and add new purpose.

Example: otherwise useless food recipe from Kunark becomes the one quest hand-in a new NPC in Plane of Health wants. Reward is something useful such as slightly below first tier group quality from previous expac.


I'm not sure that's a great direction though. They have done that in some cases and it's usually one of the annoying blocks to newer quests. So suddenly, in order to finish this new thing, I have to go back to some 10 year old content and farm there because no one hunts there anymore, so the ingredients I need aren't available in the bazaar.

Now, if they consolidated on common mats, this wouldn't be a problem at all. Making use of an "old" recipe isn't a problem because most of the stuff I need to complete it drops in current content. Maybe there's that one thing I need to go look for, but that's manageable to complete a quest. And frankly, that does add a bit of flavor (I've got to go to some specific place to get the rare whatever flower to add into my brew to make the final thing I need to hand in). That's fine. Making me farm for hours and hours for a whole set of 4-5 specific mats (out of dozens that can randomly drop in that zone) to make an attempt at a combine that's needed to make a quest turnin is not fun at all.

I'm less interested in finding uses for old things that don't have a use as I am with just eliminating old things and making everything useful for all content. That way you trim the number of "things" you have to manage by a couple orders of magnitude, and don't get turned off from doing what could otherwise be fun quests and tasks.


Sippin wrote:
I don't think dev time and effort is a significant consideration for making new TS mats. I mean look at how it works now: all they do is come up with new names for SILKS, ANIMAL PELTS, SPINNERET FLUIDS and MARROW and <boom!> new materials! Their #1 priority is selling the new xpac and they're always going to do everything to ensure players NEED the new xpac to succeed in the game. I hear entirely what you're suggesting and I do think they could achieve both by suggestions being made here. But I think they're following a design formula with years of history and I don't see them changing it.



Yeah. But I think they're missing out on potential customers that way. I suppose it's a balancing act, but at some point people are just going to decide to stop playing entirely rather than spend the money on each new expansion just to make sure they can use the 50th type of silk, or the 400th type of pelt, etc, etc, purely because those new versions are needed for some new recipes that produce a slightly better product. More to the point, there's a ton of people who might otherwise be interested in doing trade skills in EQ, but are totally turned off by the process itself. What's funny is that it's not really about the number of combines for me. There are times when I'm fine with just sitting around doing combines while watching TV or something. For me, it's gathering the materials that is a pain. What few trade skill stuff I've done has only be accomplished by finding recipes that use vendor buyable stuff, that I can use to make skill increases. And even that's only been done in cases where I needed some specific thing for a quest that I was working on.

I'm not asking them to make it so easy you just click a button and you're done. But making it less of a hassle to even get started might be a really smart move on their part. I think that once people get into the process of doing trade skills they tend to stick with it and have fun with it. But the current system is so daunting to someone new to trade skills that most people will just skip it entirely.
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#25 Sep 08 2016 at 6:00 PM Rating: Excellent
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gbaji wrote:
snailish wrote:
Ironically, in this age of less devs with less time to develop content... there is such an easy opportunity here, in that they could take any of these old things and add new purpose.

Example: otherwise useless food recipe from Kunark becomes the one quest hand-in a new NPC in Plane of Health wants. Reward is something useful such as slightly below first tier group quality from previous expac.


I'm not sure that's a great direction though. They have done that in some cases and it's usually one of the annoying blocks to newer quests. So suddenly, in order to finish this new thing, I have to go back to some 10 year old content and farm there because no one hunts there anymore, so the ingredients I need aren't available in the bazaar.

Now, if they consolidated on common mats, this wouldn't be a problem at all. Making use of an "old" recipe isn't a problem because most of the stuff I need to complete it drops in current content. Maybe there's that one thing I need to go look for, but that's manageable to complete a quest. And frankly, that does add a bit of flavor (I've got to go to some specific place to get the rare whatever flower to add into my brew to make the final thing I need to hand in). That's fine. Making me farm for hours and hours for a whole set of 4-5 specific mats (out of dozens that can randomly drop in that zone) to make an attempt at a combine that's needed to make a quest turnin is not fun at all.

I'm less interested in finding uses for old things that don't have a use as I am with just eliminating old things and making everything useful for all content. That way you trim the number of "things" you have to manage by a couple orders of magnitude, and don't get turned off from doing what could otherwise be fun quests and tasks.


I see your point. Old stuff growing into new stuff is best when it is done just as the old stuff becomes obsolete, vs. having to go back and do something you have had no use for in 10 years. I think some big gap is okay though, when it is the lore of the quest being used to move storyline. For example, they could easily do something really cool with the Tolan armor set from Kunark in a new quest.

Tradeskills in particular, the idea that the recipe changes in a systematic way has merit I think. Something like:

spider silk, needle, heady kiola, pattern then becomes those 4 + a new drop in the new expac, then another new drop (or a different drop subbed in for the previous new drop) as expansions flow. So then yes, spider silk would drop from level 1-110+ content (possibly in greater quantities from the harder levels) and so on.
#26 Sep 08 2016 at 7:17 PM Rating: Excellent
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Correct. So plain old "spider silk" would drop from all varieties of spiders in all expansions (with quantity changing as you suggested), and would be used in any recipe in any expansion where spider silk would be an appropriate material for the combine. What has happened instead is that each expansion has created a new version of spider silk, and used it exclusively in its recipes. Same deal with hides, and ores, and well, everything. That's what I think was a mistake and is still a mistake. It makes trade skills incredibly complex and provides no real benefit IMO. Oh. So in this recipe, I need to get silk from a Draknid and hide from a gorilla (but only a Kunark gorilla and not any other kind), and some kind of ore that only varies from other kinds because it's named different and only drops in Kunark zones. That's just nutty, but that's the current process.

If they cleaned that up and trimmed the common mats down to just a basic set that is reused over and over in all sorts of recipes in all expansions, then they could add just a small number of unique mats that are for the final combine for something you're making that is specific to an expansion. You'd still have to go farm (or buy) those unique mats, but that would be less of an issue IMO since they're for the final combine. You should never have to go to an old expansion to get mats for a recipe from the current expansion. Even sub combines should not require unique mats. They should be made entirely from common mats instead. Which, of course, means that you'd need to have a stable of common combines that don't require any unique mats that are intended specifically to be used as materials for subsequent combines.

That would result in a much more logical and usable trade skill system IMO. You'd still utilize the same basic methodology that's currently in place, but eliminate the really annoying and often arbitrary hunting for materials that were not intended to be rare or difficult to get, but now are because the content is so old that no one utilizes it anymore.
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