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 Rank: Admin Groups: Administration
Joined: 10/20/2007 Posts: 1,525 Points: 3,139
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Should they just do away with it and concentrate those resources on more adventure areas? (if they could do so without upsetting the community - which we known wouldn't happen, but indulge me a bit and just imagine it could).
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 Rank: One of the Main Weird Groups: Member
Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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I would hate to lose the trade skilling myself, I think its needed in the game for a large chunk of the economy.
Yet it feels like it takes longer to level it then get adventure levels which is painful when it falls far behind, at the same time its very very grindy, overall it feels like its missing a bit of role playing feel to it, seeing that getting the materials is linked to adventure levels anyway then starting off with an ability to tradeskill low level bits faster as you level up would be a nice addition, add in some sort of role play way of levelling (ie produce work examples to level, visit various trainers around the world etc) would make it more enjoyable, as it is its the sort of thing I can do while talking on the phone :P
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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I agree totally; while I think it's a fundamental part of the game (can you imagine an MMO launching without tradeskills?!) it's far, far more painful than adventure levelling. I still think the biggest single thing they could do to improve tradeskills is to allow you to multiclass - make it cost 50AA if you have to, but damnit I want to be a carpenter AND a tailor (or whatever).
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 Rank: True Noob Groups: Member
Joined: 2/12/2009 Posts: 5 Points: 15
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Looking back as a crafter in EQ2, I can honestly say that I really miss the sub-combines. It was more of a challenge to craft anything (woe to anyone who made a mistake at the forge... Ouch!) Nowadays it's blip, bang yer done the item but gained next to nothing for xp. Now everyone and their kid brother can be a crafter, but is anyone making money with all the crafted trash on the broker?
Crafters were respected "back in the day" (jeez I can't believe I wrote that).
As of right now, player made gear isn't really worth it (even the mastercrafted stuff) because there's enough drops that can compare... Let me revise that, the transmuted items are nice.
Get rid of crafting completely, or... Revamp it so there's meaning to crafting again. Make it harder to craft, but with better xp gain, and items that make players say "Ooooh, hot dang, I WANT that item!!"
Just an opinion though ;)
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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Heh - if you wanted "challenging" crafting you should have done it in the early days of EQ - no recipes, just put likely sounding components into a tradeskill container like a forge, press the combine button and hope. If you had a valid recipe you got your item (sometimes), if you'd got it wrong everything just poofed.
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 Rank: Admin Groups: Administration
Joined: 10/20/2007 Posts: 1,525 Points: 3,139
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ahnlak wrote:Heh - if you wanted "challenging" crafting you should have done it in the early days of EQ - no recipes, just put likely sounding components into a tradeskill container like a forge, press the combine button and hope. If you had a valid recipe you got your item (sometimes), if you'd got it wrong everything just poofed. As masochistic as it sounds, I actually kinda enjoyed it. People would pass around recipes like gold whenever they figured something out.
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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Yeah, part of me misses it. However I also remember that the toolbox was a handy, cheap 10 slot container and on more than one occasion (along with everyone else I'm sure) I managed to accidentally hit the combine button while I was just using it for general storage and lost all my stuff :)
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