Trade Skills

grinninglemon

Dalayan Beginner
I think trade skills should be made less boring and monotonous. That is as blunt as I can say it.

I am referring to skills such as Fletching and Alchemy (and others) that require you to move each item into the container you wish to combine it in. I understand that most 'veterans' would say this game isn't supposed to be easy, or at least something to the extent of 'if you want everything handed to you go play WoW'. When in fact there is nothing hard or difficult about simply clicking one item then clicking an empty space in the container (repeat 2+ times) then click combine.

I believe one of the better Ideas that SOE came up with was using the recipes window which cut out most of the clicking, to get your recipes on this list you first had to successfully assemble it (or for some recipes simply get close enough to the trivial level and it would show up). I am not sure which expansion this came out on, but perhaps something similar could be implemented into SoD.

This idea doesn't make anything easier or harder, all it does is make it more efficient so those doing trade skills can actually play the game and not spend most of their time staring at their inventory screen and moving items around.

To show you how much time it takes to master a trade skill I timed myself completing 20 combines of 4 components(arrows). I took my fastest time(NOT my average) and figured how long it would take to reach level 234 in fletching. I am assuming that the required # of combines it takes to skill up 1 level scales the same as alchemy (http://wiki.shardsofdalaya.com/index.php/Alchemy)

I found that it would take about 26 hours to master fletching, which does not include the time it takes to restock on components. This also means that in order to complete it in about 26 hours you have to CONSTANTLY be clicking, not able to talk, fight, or do anything but move inventory around. This is especially bad for new players who would want to advance in trade skills only to find that this game offers them horrifically boring options and perhaps driving some away from the game.

The current method for doing trade skills is in no way good and does not succeed in making trade skills more difficult, it only makes them more boring and less appealing. It is simply bad design.

As a solution my first suggestion would be something similar to what SOE did for EQ (as I mentioned earlier)

This would take some of the monotony out of doing trade skills and would allow players to socialize more while they are leveling up their trade skills. If the fact that it would allow players to master trades much faster is why you wouldn't want to implement something like that then perhaps putting a timer on it so you cant spam it. This would give the person doing the trade skill time to talk or do something while they wait and it would be A LOT better then constantly clicking. You could even use my Data to figure out how long the timer should be :p.

I am not sure what client limitations the developers deal with would effect this idea and so it may not be possible, but there has to be some sort of solution to this that would make doing trade skills a little more enjoyable.
Perhaps if anyone has another Idea they can post it here.

(I apologize for the long post)


Here is my math :

My fastest time was 2min 34sec(ill use 2:30 just to make it simple) and that was to complete 20 stacks of Arrows which require four components each. Now, using the scaling guide for required combines per skill up on the alchemy wiki, the total number of combines required to reach the skill of 234 would be 12,518. Take that number and divide it by 20 (how many combines I completed) and you get 625.9. Then you take the time it took to complete the set of 20 combines(2min and 30 sec, or 2.5 min) and multiply it with 625.9 to get 1,564.75 min. divide your minutes by 60 ( 60 min in an hour) and you will get 26.07, which is the amount of hours it would take to reach a skill level of 234.
 
Also, another Idea for how to make trade skills more interesting would be to add in quests that would use trade skills.

Such as in fletching to have a quest for people who are level 1-20 21-40 41-60 to make progressively better Bows, like the Swiftshot quest. Also, the trivial levels for making the parts of the Bow would get progressively higher. For example the level 1-20 bow would need about a 50-60 skill in fletching, 21-40 would be something like 100-120, and 41-60 would be about 180-200. (the Swiftshot requires >206 skill and the recommended level for the quest is 61-65 according to the wiki)

This would help get newer players into the game and become more familiar with how trade skills work.
 
I would like to quote Zor on this, but it would be a hell of a long line of pics of Tarutao... And I do not want to boost his ego.

TS isn't easy and it shouldn't be easy is my opinion. And there are a lot of ppl maxing tradeskills so I see no real reason to make it go any faster or beeing easier to do. Also, TS isnt supposed to be fun and intresting, it is hard work not fun play.

(I have maxed some TS myself, Tailoring, Alchemy, fishing.... Uhmm.... and some more I dont even recall what I can do anymore... )
 
....exactly the response I expected...ohwell. Honestly I dont care about how much time he has. Just because he took the time to master all the trade skills doesnt mean the system can't be improved.
 
Im sorry, but i dont see how moving items around is 'hard work' and if you read my post i even suggested adding a timer so you cant spam it.

there is many ways you could make it more difficult, such as making the components drops you have to get yourself. and those drops could even be no drop so you couldnt buy em from someone else.
 
What I meant with hard work was, it takes time, it is kind of boring, but it is not way out there. If you play this game and have been for some time you realize that 26 hours of gameplay (acc to your calc to max fletching) is nothing, nothing at all really to put into a tradeskill.

(Edit, with Ikisith you have to get a few no drop things to start ikisith tradiskills btw, so there are some parts of that already in game.)
 
Yes 26 hours isnt as much, but its 26 hours of only moving your inventory around, anything else you would do, such as buy more supplies or even talk to someone adds to that time. Like I said though, I dont care so much about the time it takes, but all the pointless clicking. It serves no purpose other than to make tradeskilling take longer, which you could do by adding a timer. I am all for trade skills being difficult especially at higher levels, but having it be so monotonous isnt making it difficult and neither is it hard work.
 
Why would you have to do the 26 hours in one go? Do an hour at a time while listening to music or podcasts or something. After 26 play sessions, you've mastered a tradeskill. When you put it like that it doesn't seem so daunting an idea anymore. I absolutely agree that tradeskilling in this game is tedious, but finishing one can feel really rewarding, not to mention profitable for some of them.
 
I would love to be able to do stack/10x combines of trivial recipes. other than that tskills are ok as they are.
 
i personally liked the recipe thing that live came up with. once you used a recipe it got saved and you didn't have to go back and look recipe up.
 
Since these suggestions have been popping up constantly lately, I thought I should take a moment and explain what "client side restrictions" means.

The SOD client is extremely archaic. Almost everything in it is hardcoded, and it seems purposedly built to be as difficult to modify as possible. This means that we cannot do things such as:

- Change what skills show up in the skill list
- Change what level classes get skills at (except to change it to a skill you start the game with, like we did with alchemy)
- Add new skills/class abilities/AAs (any "new" AAs or skills has to replace old ones)
- Add new classes or races, swap out classes or races, add/remove classes to a race.
- Change the reuse times on skills/class abilities/AAs
- Change any AAs that have clientside effects, like 2h bash, run speed, faster reuse times, or casting time modifiers
- Create new / commands (except via /cm)
- Make any of our additions convenient to use via the client or function via the UI (cm bt/rt, spec system, listing system)
- Add new chat channels

And so on. We try our best to make the puretext functions we add into the game convenient, but there is a limit to what you can do with a text console and a client that hates change. Please stop suggesting these things because they are not within our power to do.

Thank you.

Always keep those in mind when suggesting things.
 
Yeah, 26 hours isnt too long, doing the skillups for "Make Poison" took about that long and farming all the materials took way longer. All the Fletching reagents are merchant bought, no farming required. You also gotta take into consideration that raising the skill up is something you only have to do once and that for the adverage ranger they make all their arrows as they level up, slowly raising the skill. So they arent usually trying to grind out 0-234 all at once.
 
Tradeskills make Aradyn cry... If you think fletching is bad, try mining/smithing. I personally enjoy the clicking of moving things from one box to another, when you mine it's constant click every 5 or so seconds, with the noise of a bag ruffling. I found that I can put my roommate to sleep in 30 minutes by making him mine ore for his armor... So yea, no sympathy for tradeskillers that actually get something relatively quickly out of their store bought purchases.

P.S. to the devs... Can you bring back the portal forge? I am sick of athica/newport/wherever else booting my char after X clicks to re-sync and keeping my DM ingots =(
 
I am a tradeskill junkie, and for the most part I like them the way they are just fine. I will probably never be in a high end guild. Even when I reach 65 I simply do not have the time for constant mandatory raids. I think every tradeskill should have AT LEAST one of three following disadvantages:

1) tedious to combine
2) have dropped, fished, or foraged components (or maybe add groundspawned components) These should be more difficult to get as your tradeskill increases
3) in the case of ALL bought ingredients, should get progressively more expensive as you go up.

I'm not trying to be disrespectful to anyone's opinion, but I feel if tradeskills are made easier in any way (and this includes recipes and being able to do more than one combo at a time) then more people will do it. As it is, even with the tedium involved in fishing you can't sling a dead cat without hitting someone who's got a fishing pole in his or her hand. I like the fact there are skills that higher levels or people in raiding guilds may not bother with. Gives us little folk something to do. The current system allows for people who can't/won't high end raid to have another avenue to earn plat so that they can get better equipment. It allows people who want to spend all their time killing stuff to make enough money to pay someone else for their time spent tradeskilling.

The thing that finally led me to quit live was that you'd get an expansion and find they had added some high end content that completely destroyed whatever skill you had been working on. I spent 5 months real time getting to GM smith, and then they opened a plane where the drops were so good nobody wanted smithed items anymore. Not every tradeskill on SoD is lucrative, but it does seem to employ a better system so that if you spend time working a tradeskill you don't wind up sorry later. Tradeskilling balances itself, people with more plat pay people with more time. It adds realism to the game, and allows for more than one style of play. If you want to make level 65 and get up to the planes in a month of playtime, you can. If you want to putter around beating creatures out of hide, blood, and other bits to make things with, you can.

The only minor complaints I have against tradeskilling are that baking STILL capped at 75 *cry* and there seems to be no consistancy to drop rates on farmed items. I'm thinking particularly of ointments, but I'm sure there are other examples. Green and red ointments are same level brewing triv and for same level of tailoring, yet some of the farmed ingredients vary wildly in difficulty obtaining. Dire leaf is easy, bat and spider blood only moderately difficult. Likewise I would consider black blood moderately diffcult. But blackbane is a horrific drop rate. *shrug* All things considered, I can live with it.
 
Green and red ointments are same level brewing triv and for same level of tailoring, yet some of the farmed ingredients vary wildly in difficulty obtaining. Dire leaf is easy, bat and spider blood only moderately difficult. Likewise I would consider black blood moderately diffcult. But blackbane is a horrific drop rate.
Reason for this is the different droprate for the hides used with different ointments. Hopper Hide (green ointment) is awful rare, where Pantherskin (red ointment) comes quite easy. So in the sum, for one combine in this range, you need 1 item that is annoying to get, and one that is relatively easy to get.
 
I've heard people say that drake hides are easy to come by, but that was never my experience. Even in my time farming Faentharc Woods (before Heartland Plateau existed), Panther Skins were more common for me. Blackbane at least now drops from more than just the ratmen (also in Warpstone Caverns, I hear).

Warpstone Caverns and Heartland Plateau would appear to be the best choice for farming through this range, at least on paper. It's been so long since I did this range of Tailoring that neither of those zones existed.
 
Panther skins are definitely a bit more common. Blackbane is still terribly rare from either. However, tailoring pales in comparison to blacksmithing, which aside from pottery (which would be pretty easy to make non godawful), is the worst of the tradeskills.
 
My husband does the tailoring, I do the brewing, but you're right, he has also mentioned that panther hides are much easier to come by (and they do go with red ointment) whereas both hopper and drake hides are more difficult and go with the easier to get green ointments. So overall in terms of time spent, it is a wash. It does make a bit more sense when put that way.

I had no idea blackbane was ever only available on ratmen, so thank whatever Dalayan god (or admin) you choose for that! However I can vouch for the fact they continue to be very rare drops off the vulfwere both in Sundered and in Warpstone. Still in all, wasn't a major complaint, nor an attempt to say it was the hardest thing in a tradeskill, just a bit of idle chit chat on how it seemed odd that one of the four items was so much harder. But Nwaij's explanation does raise a good point.

Pottery to 80 really didn't bother me all that much, but I can see it will be a long while going any higher with my fail rate and difficulty getting jacinths. I know fails still have the possibility of a skill up, but then I don't recover any money via urn. But that's fair enough since rez urns stay popular and the end shouldn't be easy in any case.
 
Yeah, 26 hours isnt too long, doing the skillups for "Make Poison" took about that long and farming all the materials took way longer. All the Fletching reagents are merchant bought, no farming required. You also gotta take into consideration that raising the skill up is something you only have to do once and that for the adverage ranger they make all their arrows as they level up, slowly raising the skill. So they arent usually trying to grind out 0-234 all at once.

Um, I'm level 65, and I've made all my arrows til now. My fletching skill is 126. Once you get the returning shot AA, you hardly use your arrows, and end up having to destroy most of them to free up bag space. I've actually made a lvl 1 toon just for holding a ton of arrows (i currently have 100 stacks or so) and with you making a stack per success, with 40-100 combines per skill up, you're getting that many stacks no problem. Fletching is easier than Alchemy, because you buy everything from the vendor, no farming needed, but alchemy 1)doesn't use as much bag space (yay 10 dose pots) and 2)can EASILY sell to players. One day I got stuck at the airport, so I worked on fletching for 2hours, and with buying supplies, running to the bank for cash, and talking to people, I got from skill 117 to 125 or 126. 2 hours for 8-9 skillups!!!! OMFG!!!

And make poison doesn't take NEARLY as long as these TS'es. The only thing that makes it take a long time is the farming for some components, but you have to do that in alchemy. Make poison is like 10 combines per skill up. I have a level 52 rogue that has 82 make poison cuz I got bored and decided to make some poison. I of course bought supplies from NPCs and PCs alike, and while looking for people to buy supplies from, you can be exp-ing instead of chillin in front of a vendor working on getting carpal tunnel.

Also, I would like to know how much it would cost to go from 0-234 fletching and 0-250 alchemy, just out of curiosity.
 
cost to go from 0-234 fletching

Assuming you do no sellbacks and you know the optimal (good luck on this part, I'm not telling) cheap recipe path, it's 34258.715pp

I've done the really really really hard part for you, so go do the math for alchemy yourself.
 
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