Idea: Tradeskill Zone

Tradeskills related subforum.
Secrets
Posts: 129

Re: Idea: Tradeskill Zone

Post#11 » Fri Sep 25, 2009 3:32 am

Posting this here so it doesn't get lost, was in the poll area.

You will be able to do the group without a full group tradeskillers/tradeskillers with low skill, but gathering materials will take longer, and you lose the advantage of the crafted items you can make there (such as the wooden guardians you can spawn as pets) because all primary resources will be going to making bane weapons/supplies to stay alive in the zone. Otherwise you'd be getting repops/have a chance of dying. You can waste resources on the aforementioned, but it will take longer, and as such, the NPCs will repop. So, you will have to find a perfect balance between the two. The more people you have in a group that can harvest supplies from nodes and NPCs, the better. Any and all resources will be important in getting to the boss and getting better bane weapons. Any extra resources may help you fight NPCs that attack you, by either having another NPC distract or kill them.

The idea is, it is doable by a solo player/non-crafter, but to even be able to beat the zone fairly quickly requires a tradeskiller. Also, you may want to bring adventurer friends for the boss, he is intended for a group. Not everything in that zone is going to be group oriented, though. In addition to all of this... There are adventuring and tradeskill rewards being added to the zone. The tradeskill rewards will help with repeating the zone, and the adventurer rewards will be tier 1 quality.

Also, the bane weapons you get are temporary, this is to prevent the exploitation and flow of bane weapons. When I add in the NO-ZONE serversided flag, items will disappear when you zone out of the area. They are completely tradeable in any regard other than those two facts. The challenge will be getting the skill, luck, and resources to defeat the NPCs. Since we do not have corpses, temporary will mean something. :)

Another thing to note, with Lillu's permission I will be designing the zone as Neriakd, which in the world of EverQuest is Neriak Palace. Neriak Palace will be changed to Neriak Cavern Forest.

I hope that clears up some of the ideas for that zone, and I look forward to making it!

Koeril
Posts: 1764
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Re: Idea: Tradeskill Zone

Post#12 » Fri Sep 25, 2009 8:13 am

I'm very excited about this ... very excited.

Secrets wrote: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..


I'm pretty sure that the Gloomingdeep barrels (which can either be destroyed or /open) work on PEQ and I think Irreverent's.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Secrets
Posts: 129

Re: Idea: Tradeskill Zone

Post#13 » Fri Sep 25, 2009 3:42 pm

I've got the OK from the rest of the team and will start on this, and instancing later today/this weekend/Valve Time

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zRush
Posts: 43

Re: Idea: Tradeskill Zone

Post#14 » Sat Mar 30, 2013 5:02 pm

Wow..

Too bad this never got implemented.

Nizzy
Posts: 705

Re: Idea: Tradeskill Zone

Post#15 » Mon Apr 01, 2013 6:47 am

Yeah I have to thread necro this one too. Those ideas are awesome.
Nizzy

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zRush
Posts: 43

Re: Idea: Tradeskill Zone

Post#16 » Wed May 29, 2013 5:15 am

Any possible determination or thoughts from the devs on this? Shall we close it or is there a possibility?

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