Idea: Tradeskill Zone

Tradeskills related subforum.
Koeril
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Idea: Tradeskill Zone

Post#1 » Fri Sep 18, 2009 9:52 am

Purpose: Provide a zone which would allow players to grind mobs light blue or blue to a level 70 and collect items used in simple tradeskill recipes which would allow the player to skill to 300 in every skill without making it easier.

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Reasoning: So I got to thinking today, it would be nice to have a place where tradeskillers could go and grind mobs which would provide a bit of xp (nothing major ... definitely not as high as Icewell) but also the mobs contained therein would drop materials used in tradeskilling. The purpose of this zone is not to provide a place to grind AA's - only tradeskills. This would retain the difficulty in getting tradeskills up (heck even with the Tae Ew stuff dropping like crazy it still takes me sometimes 50+ combines to get a point! Still not 300!) but make it so any trade could be worked on.

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Practically (direct ideas):
  • Dawnshroud Peaks or Twilight Sea or Marus Seru come to mind (high mob density).
  • Remove bosses or keep them itemized like the rest of the zone.
  • Use Shin's query-based idea to make all mobs similar in level/difficulty.
  • Remove all current drops.
  • Add custom drops to all NPC's (even guards if you remove faction).
  • Add a custom recipe to allow a tradeskiller to go to 300 in any trade.
  • Add each tradeskill container (or merchant selling them) to one of the larger NPC camps where the zone in would be.

For example:
  • A lightcrawler drops an antenna
  • A rockhopper drops a skin
  • A tribal dude (Sambata?) drops a tribal necklace
  • A wolf drops teeth

Make a single recipe to combine these resulting in a useless item, trivial of 500 (to reduce successes). Copy this recipe for each tradeskill so that the player can work on whatever tradeskill they want when they go to the NPC camp.
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Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Bonehead
Posts: 107

Re: Idea: Tradeskill Zone

Post#2 » Fri Sep 18, 2009 1:37 pm

I like that idea. My post about trying to get to the Plane of Nightmare was so I could go there and collect stuff for tradeskills. I guess with the ability to customize the recipes, any large outdoor zone would work...

Aarcore

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Tyler
Posts: 4365

Re: Idea: Tradeskill Zone

Post#3 » Fri Sep 18, 2009 2:02 pm

Ok - i'll look into this!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Idea: Tradeskill Zone

Post#4 » Fri Sep 18, 2009 3:09 pm

As I think about it, maybe the drops should be universal (on all mobs, not sepcific) and the drop rate lower.

If you need me to clarify anything, I can. That was a morning post after the baby woke me up early :mrgreen:

*Edit* This would still allow people also to use simpler recipes from live (for example, Tae Ew Sleeves/Bags or Mino Hero Brew), but if there is no simple recipe (for example on live you'd probably hit the bazaar instead), you can farm it in this zone without having to go to obscue zones only to find out that the drop rate isn't worth it.
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Hans Poisondirk - Rogue
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TheBloodmoon
Posts: 391

Re: Idea: Tradeskill Zone

Post#5 » Fri Sep 18, 2009 3:57 pm

Not a bad idea. However, I would prefer a more custom feel to tradeskills, instead of the usual "loot thousands of mats, combine thousands of times, get 3 points, etc".

I know it's possible to give trained skill points via quest (making meditate 200 for example), so I would like to see the ability to gain skill points via a tradeskill quest, similar to the trophy tasks on Live, where its sort of like a treasure hunt to gather and create the items requested by the task, and not only can you gain points during the combines required for the task, but also as a reward for completion. Maybe 5-10 points, or whatever.

Could even continue with the idea of a zone, or cluster of zones close in proximity (Like dawnshround peaks, and sanctus seru for example) and include the task(s) as part of the content. Could possibly even add a "hub" type zone (maybe nexus?) where you can add merchant NPCs with containers, or other pieces needed in recipes, for a small cost, as well as quest NPCs for each tradeskill type (smithing, pottery, jewelry etc). Would have nothing more in the hub but those npcs and a banker, wouldn't want people to leave THF to hang out in the Nexus!

Could customize the drops, the recipes, and the tasks, and have total control over the frequency of the drops, what pieces are required, and how many points are involved. Could set your own trivials, too. Would keep you in complete control of how quickly, or slowly, you want people to raise their skills. As long as you make the quest/task repeatable, it could add some "fun" to what I view as probably the most boring part of EQ (tradeskills). Much more fun than bulldozing a zone a few hundred times for mats and doing a thousand combines.

I see some sweet potential in adding this as part of our ever growing custom content here, that no other server can compare to. Can even use this as a base template for future content and custom tradeskill recipes, to help give a tiered customization to progression that involves also tradeskilling.

Of course, I'm sure that's a lot of work, lol! If I had any knowledge of coding, I would even volunteer to help with this...but I'd probably crash the server with what I know now!
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sarcon
Posts: 257

Re: Idea: Tradeskill Zone

Post#6 » Sun Sep 20, 2009 6:59 am

/signed , 248 brewing, 29 combines of strange liquids, 4 failures, 0 skillups hehe and farming that many would be insane
Sarcon -Evolution Officer-

Koeril
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Re: Idea: Tradeskill Zone

Post#7 » Sun Sep 20, 2009 8:14 pm

Just as a point of reference, Sarcon, while getting tailoring in the 250+ area, I've gone 79 combines before getting a single skill up on the 80th. I began counting after I hit the 30 mark :) Even with Tae Ew guys dropping up to 3 combines per death, I've still not capped after much farming (but too much else to do atm).
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
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Tyler
Posts: 4365

Re: Idea: Tradeskill Zone

Post#8 » Mon Sep 21, 2009 10:27 am

Take into account that our server already has improved skill rates! Tradeskills is the real timesink; )

Bloodmoons Idea is very nice but we have no time for this atm. We are working hardcore on getting Ldon sorted (instancing generally) and fine tune PoFire.

Will check out Tradeskill zone next as this only takes an hour or two to get in.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Secrets
Posts: 129

Re: Idea: Tradeskill Zone

Post#9 » Fri Sep 25, 2009 1:57 am

I put in a suggestion to the team to be able to use custom zones. This would allow us to use a "Neriak Woodland Cavern", or neriakd, zone for the tradeskill zone. Imagine a woodland forest cave, similar to the one in the Hidden Forest itself, where you have to cut down trees for logs, and build unique NPCs to help you depending on how many logs you cut down to make log monsters. I am going to be doing the graphics for that zone. Log people will have their own custom model, hopefully, as well as the cuttable trees.

If all goes well, I may even implement a tradeskill 'node' system into the game that you can obtain with the "Open" button on your UI. I also want to add in a custom skill called harvesting, so you have to have a harvesting level to get specific nodes. This skill would cap at 400, and there would be unique tradeskilling titles for harvesting as well.

That's the plans I have for tradeskill zone at the moment, although, anything and everything is subject to change. I look forward to expanding and creating an expansive tradeskill system for everyone to enjoy.

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Topsy
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Re: Idea: Tradeskill Zone

Post#10 » Fri Sep 25, 2009 3:23 am

sounds fun secret. I still believe that Ultima Online has hands down the very best trade skill system out of every mmorpg i've seen. That harvesting skill sounds suspiciously like lumberjacking from there :)

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