Tradeskill idea (maybe already actively being developed)

Tradeskills related subforum.
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Tyler
Posts: 4365

Re: Tradeskill idea (maybe already actively being developed)

Post#11 » Wed Aug 26, 2009 9:46 am

All are now flagged

  • magic
  • stackable up to 100
  • Tradeskill item
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Tradeskill idea (maybe already actively being developed)

Post#12 » Wed Aug 26, 2009 11:33 am

You rock, Tyler!

More findings ... you might want to bump the trivial of all of these recipes to 255:

* Infused Muramite Chain (54102) ... current smithing trivial of 255
* Infused Muramite Leather (54103) ... current tailoring trivial of 252
* Infused Muramite Metal (54101) ... current smithing trivial of 178
* Infused Muramite Thread (54104) ... current tailoring trivial of 255

Even with only smithing mastery 1, the metal I hit 3/4 times at 118 skill. Unfortunately the chain didn't really drop. At 123 with smithing mastery 1 I failed all my armor plate combines (5 of them) and all but 1 of my armor chain combines so this is a better trivial (255) and will likely need at least 150 skill to do anything specific.

Drop rate feels very much acceptable. There are a lot of drops over all to make it great for skilling up (I once went 79 combines without a skillup so sometimes you need a lot of skillups), but difficult enough to get the one drop you really want for your own or a bot's equipment. I personally can destroy the bottom floor of the keep in a matter of 10 minutes so I get a lot of drops, but that has a lot to do with my equipment and not something a fresh level 70 could do so I think this is acceptable for the non-raider. I remember when these guys in Icewell easily ate me for dinner - those cannibals!
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Tyler
Posts: 4365

Re: Tradeskill idea (maybe already actively being developed)

Post#13 » Wed Aug 26, 2009 12:59 pm

Ok - fixed. No clue why that was at 178. Those are all original PEQ Quests, nothing i broke (for once ;))
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Kiowa
Posts: 131

Re: Tradeskill idea (maybe already actively being developed)

Post#14 » Thu Aug 27, 2009 9:32 pm

dunno if you guys think this is a good idea or not but...

If you make the Infused pieces droppable. after being crafted and only force non-major tradeskillers to say skill of 100 or so to combine the final armor pieces.

this would make it similar to like how the seru bane works on live?

farm the pieces for the temper and metals to make a pre-combine so the end user makes the final combine and still has a chance to fail.

Koeril
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Re: Tradeskill idea (maybe already actively being developed)

Post#15 » Thu Aug 27, 2009 9:42 pm

When you first told me in game I thought it had merit, however now that I think about it, it would make it too easy for people to obtain Kael level armor. All you need is the 21 basic skill (trainable at the class trainer) and smithing mastery 1 (3 AA's) to have a decent success rate at 100.

That would mean that anyone could spend an hour farming AA's and have a full set of Kael armor. It's not that hard to get to 200 skill and even then you'll probably only need like 150 (I did 118 in a couple hours with vendor bought stuff).
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Koeril
Posts: 1764
Contact:

Re: Tradeskill idea (maybe already actively being developed)

Post#16 » Sun Aug 30, 2009 2:23 pm

After I got to thinking about it, I'd like to request that the "liquids" (base material) be made droppable just like the non-infused muramite pieces. Reason being, I am farming items for smithing, but I'm also looting tailoring stuff since no one is in zone. I appreciate it when people farm Tae Ew stuff for me and give me that base materials from there so I can use them to eeek out these last few points of tailoring and it's be nice to be able to give the base materials of the Icewell stuff to people too so that they can use them for tradeskilling.

The relative difficulty of obtaining Kael armor is kept in that the crafter still needs to maintain 2 combines of 255 skill which still is somewhat difficult at my current skill of 130 + SM1. A low level character whom someone would want to twink is likely not going to work up tradeskills past 118 (that is when smithing requires looted items rather than store-bought).

Items in question:
  • Nalasrine's Enforcing Tanning Solution (54099)
  • Nalasrine's Perfected Silk Strengthener (54100)
  • Nalasrine's Superior Plate Solvent (54097)
  • Nalasrine's Thick Chain Solvent (54098)

This would also make it easier for us to support tradeskilling so that non-major tradeskillers who are also non-raiders can achieve some level of better gear. They just need to put the work in for it which is sorta the entire premise behind doing this.

As a follow up to Mazzic's post, 21 skill + SM1 wasn't really enough to make something with any sort of reliability of 100 skill. However, as I said, it only takes a couple hours to reach 118.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Tyler
Posts: 4365

Re: Tradeskill idea (maybe already actively being developed)

Post#17 » Mon Aug 31, 2009 3:39 pm

Agreed, all droppable after next reload.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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