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TradeskillsFollow

#1 Apr 29 2014 at 5:33 AM Rating: Excellent
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A Make All toggle has been added to the tradeskill window. When toggled, clicking Combine will craft the current recipe until components or inventory space runs out.


All I can say is WOOHOO!!

As a die hard tradeskiller ( I normally horde tradeskill items and all of my toons have at least 2 tradeskills (main has all) Im super excited about that function being added. I'm really surprised it didnt happen sooner honestly. That was one of the little things that kept bringing me back to WoW sometimes. Simple little things like that can make the differance sometimes, especially when its something that i use a lot.
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#2 Apr 29 2014 at 3:58 PM Rating: Good
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I agree, this one is long overdue.

The EQ model for tradeskills is one of the things most/all other games moved away from years ago. I still think regularly failing long-trivial combines is a bizarre structure to put on a system... not much of a "master" potter (or whatever) if you can't mindlessly make the simple stuff.
#3 Apr 30 2014 at 11:37 AM Rating: Good
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snailish wrote:
I agree, this one is long overdue.

The EQ model for tradeskills is one of the things most/all other games moved away from years ago. I still think regularly failing long-trivial combines is a bizarre structure to put on a system... not much of a "master" potter (or whatever) if you can't mindlessly make the simple stuff.


That's a wee bit of an exaggeration. It's hardly a regular thing to fail trivial combines. Yeah, it's annoying as hell when it happens but I'd say there's an element of realism to it. Even the greatest craftsman in the world can mess up on rare occasion. And that's about how often I see a trivial combine failure, i.e. rarely.

I don't want to open this can of worms, really I don't, but the insertion of this CARE BEAR handling of player "challenges" into EQ is one of the biggest things which distinguish "classic" EQ from today's "WoW-clone" EQ. I just wish they'd award special "badges" to anyone who maxed out tradeskills in the days when it actually took effort to accomplish it, especially back when most skills required pharming mats rather than buying them from in-game vendors. In those days a tradeskiller often spent more time pharming than combining.
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Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#4 Apr 30 2014 at 11:58 AM Rating: Excellent
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LoL. 40+ hrs of farming to get supplies for 20 combines that take only a few minutes using the old world tradeskill containers. And <1 hr if you did like me and camped after every attempt hoping for higher skill up chance. It never really seemed to work except in the same spurts that continous combines would, but when you only had 20 combines, you'd do everything you could think of to get more skill ups.

However, I've always thought the 5% chance to fail without AAs was a bit harsh for a 300+ skilled player doing a 20 trivial combine. Alot of rare components in combines with <50 trivial, and you can fail multiple times in a row. That hurts, and seems unlikely in real life. Seems like if it was a rare, you'd be more cautious in your attempts to create something.

Yther Ore.

Edited, Apr 30th 2014 2:02pm by Yther
#5 Apr 30 2014 at 12:03 PM Rating: Good
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Sippin wrote:
snailish wrote:
I agree, this one is long overdue.

The EQ model for tradeskills is one of the things most/all other games moved away from years ago. I still think regularly failing long-trivial combines is a bizarre structure to put on a system... not much of a "master" potter (or whatever) if you can't mindlessly make the simple stuff.


That's a wee bit of an exaggeration. It's hardly a regular thing to fail trivial combines. Yeah, it's annoying as hell when it happens but I'd say there's an element of realism to it. Even the greatest craftsman in the world can mess up on rare occasion. And that's about how often I see a trivial combine failure, i.e. rarely.

I don't want to open this can of worms, really I don't, but the insertion of this CARE BEAR handling of player "challenges" into EQ is one of the biggest things which distinguish "classic" EQ from today's "WoW-clone" EQ. I just wish they'd award special "badges" to anyone who maxed out tradeskills in the days when it actually took effort to accomplish it, especially back when most skills required pharming mats rather than buying them from in-game vendors. In those days a tradeskiller often spent more time pharming than combining.


While that is mostly true, you still hae the option to make the combine how you want. You can open the oven all the way and put the items in there one at a time and make the combine, or select from your list of recipes or use the new feature. And you can still farm your mats till your heart desires. Thank the Gods that spider silks are stackable. Smiley: sly
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Turfidor 70 Barbarian Shaman 1.0 Epic
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Rumblesx 70 monk
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#6 Apr 30 2014 at 12:13 PM Rating: Excellent
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I thought you couldn't fail if combines were more than 100 (200?) points trivial? At least, I remember reading that somewhere a VERY long time ago.

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#7 Apr 30 2014 at 12:26 PM Rating: Excellent
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Only some combines are marked un-fail-able, and most of them are 15 trivial. Personally failed twice in a row on Yew Leaf Tanin 68 trivial, with way over 200 Brewing. Not sure if I had Salvage or Brewing Master AAs yet or not. I doubt Salvage, since I didn't get the rares back and it took hours to get a 2-3 of them.

EDIT: Still fail on Metal Bits with 18 trivial, and 300 skill, salvage and blacksmithing mastery AAs.

Yther Ore.

Edited, May 3rd 2014 5:49am by Yther
#8 May 02 2014 at 11:01 AM Rating: Excellent
Sippin wrote:
snailish wrote:
I agree, this one is long overdue.

The EQ model for tradeskills is one of the things most/all other games moved away from years ago. I still think regularly failing long-trivial combines is a bizarre structure to put on a system... not much of a "master" potter (or whatever) if you can't mindlessly make the simple stuff.


That's a wee bit of an exaggeration. It's hardly a regular thing to fail trivial combines. Yeah, it's annoying as hell when it happens but I'd say there's an element of realism to it. Even the greatest craftsman in the world can mess up on rare occasion. And that's about how often I see a trivial combine failure, i.e. rarely.

I don't want to open this can of worms, really I don't, but the insertion of this CARE BEAR handling of player "challenges" into EQ is one of the biggest things which distinguish "classic" EQ from today's "WoW-clone" EQ. I just wish they'd award special "badges" to anyone who maxed out tradeskills in the days when it actually took effort to accomplish it, especially back when most skills required pharming mats rather than buying them from in-game vendors. In those days a tradeskiller often spent more time pharming than combining.


Sorry Sippin, while in the big picture sense I agree that the oversimplification of the genre over the last 10 years hasn't been a good thing, this example will only be your Waterloo. EQ's system was stupid from the moment it was conceived. The only way EQ's system would make sense is if crafting was valued on par with combat but it has never been. The closest it got was during the Planes of Power era and even that wasn't really 'close'. EQ's tradeskill system is and always has been ret....err, "developmentally disabled". There is nothing you can make via a tradeskill that isn't trumped by a drop (and that drop became more and more common as the years went on). There was nothing challenging about EQ's tradeskill system. Drops for the better items were acquired, far more often than not, through combat (so they were incidental, not a focal point of gameplay) and required sometimes obscene amounts of suboptimal farming (velium mastodons are AWESOME xp, no? Smiley: oyvey ) in order to get items for SUBCOMBINES that could fail!

Basically what I'm saying is, just because you managed to get to the top in a godawful system, does not mean that system shouldn't be changed or made sensible. There were rich people in the USSR. Does that mean communism should've remained the order of the day? Fixing a moronic system isn't "dumbing down", it's fixing a moronic system. I apologize in advance for the aggressive tone but I have always despised EQ's tradeskill system. You wanna know how you can tell that it's really stupid? Name the one thing from EQ that nobody copied later on. It wasn't because they couldn't (ala City of Heroes' sidekicking mechanic), it was because it made zero sense to do so. EVE's entire economy revolves around industry and even THEY didn't use that idiotic system.

I also disagree with your assertion on how often trivial combines fail. I have three rogues with maxed out poison skills, the poison making AA skills, and maxed trophies and they fail about 6-8% of the time on combines that are 70 points trivial. And a master craftsman in reality never really fails because part of being a master craftsman is adapting to changing conditions (like issues with materials). EQ2's (old?) system is closer to reality in that respect. I know an old school blacksmith who is considered to be a master (he was featured on a PBS NOVA special) and that's what he says (about blacksmithing). "You don't get to my level of expertise by panicking when the metal [on an alloyed scimitar I commissioned] bubbles".

Edited, May 2nd 2014 1:01pm by Remianen
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#9 May 02 2014 at 5:54 PM Rating: Good
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I do agree that I wish tradeskillers could actually make items that had incomparable stats and value. THEN I would make the case more strongly than before that leveling a tradeskill of that sort SHOULD require a lot of effort.

For example (and if I've posted this before "somewhere", I beg pardon) I would love to see a recipe to turn any weapon into an ornament which would convert the look of any other weapon to that of the converted weapon. And I'd like to see this ONLY available thru a player's skill. I think it should require reasonably hard to locate drops. This KIND of thing, be it smithing, alchemy, pottery or whatever trade would be appropriate, would greatly promote trade-skilling as well as social interaction between players.

Ramianen, you make the circular argument that because tradeskills no longer make truly desirable items therefore tradeskills should no longer require a lot of effort to max. You do have a point but I hope you'd agree that if master craftsmen COULD make really cool items then the effort should be commensurate with the quality of the result. I would hope.

And while I am traditionalist when it comes to game design this is NOT a selfish position. Most of my 300's in trades were achieved in recent times, taking advantage myself of the "dumbing down" or TS leveling. I'm easily enticed by measurable achievement levels so it was inevitable that I would try to max out everything, at least on my main. The fact that I "took advantage" of the dumbing down process doesn't refute my argument that it shouldn't be that way. The only tradeskill I maxed out years ago was jewelcraft on my enchanter and that was because the old 65HM rings and necklaces, useable at level 1, were super-marketable and a great way to generate plat---assuming you had steady access to the gem drops. I also remember that it took a LOOOONG-*** time to max out jewelcraft because there were no shortcuts: once you reached a capable skill level every skillup required non-vendor items and the skillups themselves were few and far between. That's why I do have mad respect for players way back then who were able to max out EVERY trade because it took literally an insane dedication and investment of time and effort. I do mean INSANE since nobody should devote that much of their life to a computer game. Smiley: eek But like my sainted mother used to say, "each to his (her) own"!
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#10 May 02 2014 at 6:40 PM Rating: Excellent
GBATE!! Never saw it coming
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As a person with an serious case of Degenerative Joint Disorder, I won't miss the click-click-click-click -click-click-click-click-click-click -click-click-click-click-click -click-click-click-click-click-click-click-click-click-click--click-click-click-ad nauseum.

It friggin' HURTS.
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