Tradeskill fix suggestion

Danku

Dalayan Beginner
It seems many of the various tradeskills people are wanting their items to be desired. Smiths, Fletchers, Jewellers, Tailors all have some issue. What is the point of buying player made items when there are so many dropped options that are just as good or better and cheaper?

I pose a few scenarios to help with this...

1) Give all player made items 2 augment slots of the appropiate type. This would reflect the manufacturers ability to customize the items they make and make their items much more desirable. Problems: I forsee here would be removing an augment, would it strip both? Also, would it make the items unbalanced or just more desirable?

2) Create new augments.

Rather than just making augments for; stats, resists,ac,hp,mana, what about having the ability to make something better? Have augments that add regen or FT? With med changes FT isnt the big deal it used to be and regen is handy but not a lifesaver by any means. Another idea would be an augment that added ATK or Dodge or defense or some other skill directly. Higher levels of any of these augments would yield higher benefits, of course.

To avoid having these become excessively abused, you could make them lore or slot restricted. Like regen aug could only be on BP and FT aug only on earring or head.

3) Raise sale price to NPC's. The market is so flooded with materials from all the tradeskillers and the population low enough that there is no where for them to go. While raising the prices NPCs pay will mean less of a plat sink, it would seem that it could help support prices at a reasonable level by lowering the amount of items in the market.


4) Examine the skill raise rate post 200. If skill ups were a little easier, people would spend less time on an item and flood the market less with said item. This should help prices by lowering inventories. I love the tradeskills, but it just seems to be so hard to get to a desired level. So many people do tradeskills until they get hard, then they stop.

Thanks for taking the time to read this. I do request that if anyone responds to this that they do so in a mature manner. I am not interested in flames, just anything that may help this problem. If you want to flame me or tell me I am an idiot for anything here, just PM me.
 
FT augs would be too powerful and make FT items obsolete. And as far as "FT isnt such a big of a deal", it is on endurance raid fights and also reduces downtime.
 
Although not a direct response to your idea, I am a supporter of the 'give each tradeskill a few max t.s. level NO DROP items.' Although I believe Wiz has stated before that this won't happen :dumb:
 
fooraide said:
FT augs would be too powerful and make FT items obsolete. And as far as "FT isnt such a big of a deal", it is on endurance raid fights and also reduces downtime.

Danku said:
To avoid having these become excessively abused, you could make them lore or slot restricted. Like regen aug could only be on BP and FT aug only on earring or head.

Adding a single augment that is FT4 couldnt be that bad could it? I am not saying make them insanely strong, just useful. Or could limit a FT aug to neck slot so that only 1 could be worn at a time.

As for reducing downtime, I med about 3% of my 3700 mana points per tic once meditative trance begins. That is about 110 mana per tic. With the addition of a FT augment, would that really be such a change?
 
We aren't adding new augments to the current tradeskills that make them. Period. They're designed for the role they fit perfectly.
 
Xeldan said:
We aren't adding new augments to the current tradeskills that make them. Period. They're designed for the role they fit perfectly.
Only slot 4, right ? :D (thats the one on bows, right? )
 
Xeldan said:
We aren't adding new augments to the current tradeskills that make them. Period. They're designed for the role they fit perfectly.

Ok, idea 1&2 are out. Idea 3 and 4 still alive?
 
Danku, refering to your #4 suggestion: I don't feel they should be made easier. Getting over 200 in a Tradeskill should be difficult and time consuming. Otherwise there would be way too many GM tradeskillers. However, having more of a variety to max your skill beyond 200 would work. This way there would'nt be so many of the same things flooding through the server. Especially if pretty much all the ingredients were on the same level of difficulty to obtain. And maybe there could also be a "bought only" line that would be ridiculously expensive for those very few that have tons of plat to burn. One where they would definately lose tons of plat to gain a skill up, but that would be the route they chose. There should be also "drop only" line for the poorer folks that have to work hard to get where they want. Then many in betweens, so that not everyone is making all the same stuff all the time.

I suggest this, but I know how time consuming and mucho work this is to pull off, so maybe some day in the distant future these ideas will happen.
 
Danku said:
Ok, idea 1&2 are out.  Idea 3 and 4 still alive?

I've had some ideas I tossed around concerning #3, but it isn't dealing with direct vendor value on items. I won't comment on #4 because it's not my place to decide if skillup rates should be improved.
 
We have some pretty big plans for tradeskills in the future, including post 250 recipes, but I won't detail anything just yet.

Upping skill rates won't prevent flooding, at best it will just delay it until there's more 250 tailors and blacksmiths than the server can possibly require.
 
My thanks for the info and responses. I think this has been a positive thread with good results!

:dance: :dance: :dance:
 
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