:: Updated by Hannar @ 01/20/04 06:41 pm ::
10. Artisans and Tradeskills
Tue Aug 12, 2003 05:51 pm
http://www.eqii.com/phpbb/viewtopic.php?p=61719&highlight=#61719
| Moorgard wrote: |
One of the major topics I already see a lot of concern about is the tradeskill system. I'm still in the process of learning about it (there's a heck of a lot to learn!), so I can't go into too much depth yet, but I can tell you a couple things that will hopefully relax you a bit.
There's a perception I think that different games at SOE just use each other's code and designs at will. "Oh, you guys made a tradeskill system? Cool, we'll just use it and save ourselves the trouble of designing one."
Not the way it works at all. SWG and EQ2 are entirely different teams of people, and despite the fact that there are some similar concepts between the games (the idea that players make awesome items being one of them), each team is doing tradeskills its own way.
Dropped loot has been a cornerstone of the EQ universe since the game was released. The EQ2 team understands this concept *extremely* well.
That's all I'll say... for now.  |
Thu Aug 28, 2003 03:02 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75760&highlight=#75760
| Moorgard wrote: |
There are some basic misunderstandings in the community about our tradeskill system and the role of dropped loot in EQ2. This is understandable given the minimal amount of information that has so far been presented, especially regarding the infamous quote that “the best items in game will be made by players.” That is an oversimplification of how loot works, so I will now provide more detail on the subject.
The fear invoked by the above statement is that loot will become trivial. The assumption is that since players make the best items in the game, the best items will be easily obtainable, making loot all but worthless.
This is not the way we’re designing our game. In fact, the exact opposite is true. Just like in EverQuest, loot matters. A lot.
As I’m discussing these concepts at length, I will post the information in two separate parts, which follow below. |
Thu Aug 28, 2003 03:03 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75762&highlight=#75762
| Moorgard wrote: |
Part One: Item Drops vs. Component Drops
Let me first dismiss the fear that mobs won’t drop loot. They will. As in EverQuest, mobs have drop tables, and those possible drops include complete items. And as in EverQuest, the quality of those items varies depending on the challenge of the encounter. In other words, killing the big bad dragon will net you complete items. So will hunting in a regular zone.
In addition to the chance for loot drops, mobs can also drop components. That nasty dragon might drop a hide, for instance. So say you kill Jimmy the Dragon and he drops a Cloak of Fiery Hotness and a purple dragon hide. Why would a player prefer to get the hide over the cloak? This is where tradeskills come in.
(Please note: The following examples are purely hypothetical and are not specifics of what will actually happen in game. These are merely to help you understand the concepts behind the system.)
You take that purple dragon hide to an Artisan of the appropriate ability who can, through effort and skill on his part, make you an uber item that is usable by your class. Some components will make specific types of items: an orc captain might drop a component that can be made into leather armor, a gnoll commander might drop something that can be made into chain armor, etc. Rare components from uber mobs will probably have a larger variety of things they can be made into. The purple dragon hide could be made into boots or a tunic or sleeves—whatever the player needs most. In any case, the purple dragon hide will make an uber item that will be every bit as rare and desirable as standard drops.
The advantage to this type of system should be obvious. Instead of having a mob drop an item that is specific to a certain slot and class (and could therefore be unusable by the players who are present), the component will be desired by everyone. There is less chance that an item will be sold off or be given to an alt, because anyone there can have something made from the component that will benefit their class.
This doesn’t take away from the uber factor of the loot. Just as loot from the hardest mobs in EQ is rare and lusted after, so will it be in EQ2. We’re just allowing the players more variety in what form that loot will ultimately take. Instead of being on a dragon raid where only one item might be of use to you (and if it doesn’t drop, you feel let down), you instead have a shot at a component that you know will benefit your character.
In the case of uber loot, the player-crafted item is not more powerful than the dropped item. Dropped loot simply has a predetermined function, whereas the component allows you flexibility in what you end up with. Also, the enchantments present on dropped loot will already be in place, whereas crafted items can have customized enchantments. But since this is really the first time we’re mentioning the concept of enchantments, I’ll save further discussion on the topic for another time. |
Thu Aug 28, 2003 03:03 pm
http://www.eqii.com/phpbb/viewtopic.php?p=75763&highlight=#75763
| Moorgard wrote: |
Part Two: How the Tradeskill System is Different and Fun
Another concern frequently voiced is that Artisans won’t have anything fun to do. Since this archetype is geared toward a non-adventure style of play, some assume that it will quickly become boring. When all you do is hit a few keys to create items, how can anyone other than a completely social player find any interest in the class?
Answer: We design a tradeskill system that is unique and challenging and that depends on more than a roll of the dice. We make the skill of the player count.
Crafting items in our game is not just a matter of buying some components and making uber loot out of them. At the most basic level of the game, Artisans will be able to buy components and make simple items that can be sold to players. However, the more desirable the item will be, the more intricate the process is to create it.
Let’s look at crafting a breastplate. (Again, this is a hypothetical example, so keep in mind the specifics of the process may vary.) Instead of obtaining components, plopping them into a forge, and hitting a combine key, we add flavor to the process. You take your components (which will vary, again depending on the level of the item you’re trying to create) and fire up the forge. At this point you enter into a kind of mini game. You need the forge to stay in a certain temperature range during this process, so you have to control the amount of wood you put on the fire. While keeping an eye on that, you also take actions that affect the properties of the finished product. You can refine the armor, which makes it lighter. This impacts its durability, however, so you might want to bolster durability by reinforcing the armor. You’ll also want to shape the breastplate, which affects its overall quality. The Artisan must decide at which point in the process the armor is done, because keeping it in the forge too long could weaken it.
Crafting a breastplate, then, becomes a series of balances that the Artisan must manage which directly affect the quality of the finished product. While part of this has to do with the character’s skill levels, it as just as important (if not more so) that the player understands the mini game and is skillful at playing it. A talented Artisan will minimize component costs by playing the game efficiently, and will learn how to customize the finished product to the specific desires of the customer. Success in the crafting process earns experience for the Artisan rather than just having a random chance of seeing a skill increase. Also, keep in mind that failure will not destroy rare components; only the base materials in such a process will be lost.
Tradeskills will have a variety of mini games for the different types of items that can be created. Making weapons will have different challenges, as will creating magical items, potions, furniture, etc. We want Artisans to have fun in the process of creating stuff and improving their craft, and not just see it as a mindless chore.
Just as adventurers earn the reputation of being skilled Fighters or Mages, Artisans will earn reputations based on their skill. And it won’t come down to a simple skill number or roll of the die; it will depend on how well the person behind the keyboard plays his or her class. |
8/28/03 6:56pm
http://vnboards.ign.com/message.asp?topic=55552270&start=55569242
| Moorgard wrote: |
| Quote: |
| although the "mini game" may be fun at first, how fun is it going to be after you have played it 800 times.. it will become a burden eventually. |
I can see your point, but let me make a counterpoint.
In EverQuest, tradeskills can be quite redundant, but thousands upon thousands of players use the system anyway.
In EverQuest, killing the same camp of mobs over and over and over for hours is repetitive, but tens of thousand of people do it every day.
Why? Because the results are deemed worth it.
How much better would it be if the process was also fun and challenging?
Almost anything in life becomes tedious if you have to do it enough times. The challenge to us as designers is to vary the process enough that it's not just doing the same thing over and over, but instead mixes things up a bit. |
8/28/03 8:25pm
http://vnboards.ign.com/message.asp?topic=55552270&start=55572896
| Moorgard wrote: |
| Quote: |
| Hardcore artisans will flood the market making items, leaving casual players little chance at making money. |
If making items is as fast and easy as it is in EQ, then you are correct. But we can control how many steps items take to make.
Artisans won't be making dozens of basically useless items just to get skill increases. Artisans will earn experience (and hence more skill) through many steps of the creation process. The final combine is only one part of that.
The idea is that you will produce less finished items because each takes more steps to craft. Making really good items can be a somewhat lengthy process, although it can be broken down into phases that the player can do in relatively small chunks of game time.
| Quote: |
| The second wave of artisans will need money to buy items they need to craft, but won't be able to make money to buy them because they only make money by selling items. |
Artisans can also make money by performing tasks (essentially quests) for NPCs in the cities. These will be limited in the number that you can complete per day to prevent players from only interacting with NPCs. The money gained from this process can be invested in creating more lucrative items for players.
We can also control the market by varying the contributions to the city that Artisans are required to make. These will also be along the lines of quests, which reward the Artisan with experience while not adding to the saturation of the market.
Please keep in mind that we do not intend to have a 100% player-controlled economy. We have mechanisms in place like those above that allow us a strong measure of control over the flow of goods into the marketplace. |
Thu Aug 28, 2003 07:04 pm
http://www.eqii.com/phpbb/viewtopic.php?p=76052&highlight=#76052
| Moorgard wrote: |
| Gaylon wrote: |
| 2) Will you be able to see the stats for the possible crafted items before you decide which you want crafted? |
Can you see what a mob is going to drop before you kill it?
That info will be circulated on the Net so fast anyway that I don't think it will be much of a concern. |
9/2/03 2:24 am
http://pub150.ezboard.com/fmonklybizeq2frm2.showMessageRange?topicID=25.topic&start=21&stop=34
| Moorgard wrote: |
| Quote: |
| will artisans be given any combat (melee/casting) abilities at all? |
They'll have basic melee abilities, but won't do significant damage compared to Fighters or Scouts. We let them have baseline abilities so that if an adventuring group decided to bring one along, the Artisan wouldn't just have to stand there during combat doing nothing.
| Quote: |
| For instance (just grabbing something out of the air here for an example) I wanted a Ground Hog breast Plate made with 10 dex 20 sta 13 to all resists however the Artisan did not do something right and only made a Ground Hog BP with 5 Dex 5 sta 1 to all resists. |
The differences in Artisan skill won't cause anything that drastic. The Artisan with high skill will, if they know how to play the game efficiently, create products that are several percent better than what a less-skilled player will make, but it won't be a night-and-day difference.
| Quote: |
| What is the crafting minigame going to look like? |
There are a number of different games, depending on what you're making.
Don't get the wrong idea. You won't be trying to make a table and have to play Tetris or something. The term "game" is used here quite loosely, and can be something as simple as making sure a gauge doesn't fall below a certain point by adding raw materials into the process.
| Quote: |
| Isn't every guild just going to have one artisan guildmule that can make everything? |
You could say that about any class in the game, really, and we certainly can't stop people from doing that. But we think the class structure will appeal to enough people that there will be plenty of folks who have Artisans as their main.
| Quote: |
| The basis sounds sound but i think the whole time sink is what will keep 90% of the players from doing tradeskills. |
Not that long ago I would have agreed with you. However, the whole PoP earring quest in EQLive has illustrated quite clearly to me that people will invest countless hours into a less-than-fun activity if the results prove worth it.
How many more hours will people invest if the process is fun as well?
| Quote: |
| How will artisans get that first bit of cash they need to get the business up and running? |
There will be time-limited (as in once per day) quests that Artisans can do that are essentially jobs NPCs give them. These will result in cash, which the Artisan can then invest into making items that players will want to buy.
Not only does this process provide the Artisan with much-needed cash, but it does it without flooding the market with useless junk.
Keep in mind that we are not going for a 100% player-controlled economy here. Much like the Federal Reserve Bank, we have measures we can and will take to control the flow of materials and products into the world. We do not intend to let the market simply fly out of control.
| Quote: |
| From a player satisfation viewpoint, definately do NOT want to turn crafting into a time sink since sitting around idle waiting for items to 'cook' is damn boring. |
None of the crafting process makes you sit around doing nothing. For instance, baking could very well require you to keep food in the oven a while, but you'd have tasks to complete while that happens that would affect the outcome of the finished product.
| Quote: |
| The actual combines only take as long as it takes to place the items in the container and click the combine button. NO step in the process should have a player wait more than 5 seconds to see the results of the combine. |
Sorry, but our system isn't about the one-click combine. We're turning crafting into a real process, as involved in its own way as combat is. |
Wed Sep 03, 2003 12:21 pm
http://www.eqii.com/phpbb/viewtopic.php?p=80935&highlight=#80935
| Moorgard wrote: |
The whole reason we designed separate tradeskill classes is to give those players their own sense of identity. If you want to focus on the social and creative aspects of the game, then the Artisan archetype offers that opportunity. It's a whole method of advancing within the game without feeling like you're forced to go exp hunting or raiding.
Players who want to experience both can of course create an Artisan alt, which isn't really all that different than having one character do it all.
There are certainly arguments to be made for having an all-in-one system, but we've decided to take a different approach. |
Fri Sep 05, 2003 11:24 am
http://www.eqii.com/phpbb/viewtopic.php?p=83449&highlight=#83449
| Moorgard wrote: |
| lissome wrote: |
| Being one of the crafters may be a way i can be a vital part and yet not have to play at specific times for a defined block of time. |
Yes, that's probably one of the advantages of playing an Artisan. Though the anxious adventurer types probably won't want to wait too long to get their fancy new gear made.  |
Thu Sep 11, 2003 04:32 pm
http://www.eqii.com/phpbb/viewtopic.php?p=86943&highlight=#86943
| Moorgard wrote: |
It's not just the playable races that have languages in EQ2, nor is the significance of language restricted solely to communication. Different areas of the world will have unique languages that need to be discovered and deciphered by players before certain content opens up, such as new spells or tradeskill recipes.
Learning these languages will require players to interact with objects and NPCs that allow them to learn the information so that it can be passed on to others. And as you might imagine, Artisans will be instrumental in this process. |
Mon Oct 13, 2003 05:39 pm
http://www.eqii.com/phpbb/viewtopic.php?p=113384&highlight=#113384
| Moorgard wrote: |
Cultural tradeskill recipes will most likely not be in at release. That's something we'll work on later.
Half Elves have always been outcasts, forming a sort of fringe society. But after the Shattering, most everybody is an outcast of one kind or another. Suddenly the one thing that made Half Elves unique has been taken away.
When you're perceived as an outsider, you kind of get used to that, and it defines you in a way--it becomes your culture. If everyone else ends up an outsider too, you feel like you've lost something you never realized you wanted.
That's where our Half Elves find themselves--working to carve out their own niche in this very different world. |
10-14-2003 at 11:55 AM
http://www.eqlounge.com/forums/showthread.php?s=&postid=27314#post27314
| Moorgard wrote: |
| I did once say that Artisans will have extremely limited combat abilities, if that's what you're thinking of. But I never said adventure classes will have limited crafting abilities, because they won't. |
10/24/03 05:55 PM
Stratics
| Moorgard wrote: |
Let me clear up one misconception right off the bat.
EverQuest II's crafting system (as well as pretty much every game system we have) was designed long before Raph Koster was promoted to his current position. He had no impact on our decisions in this regard, so blaming him for problems that you are predicting we will have is unfounded.
We are well aware of economic problems in other games. As I have stated in other threads, we will not have a 100% player-controlled economy in EQII. We fully intend to actively monitor and adjust the economy to achieve as much balance as we possibly can.
As for concerns over adventurers being unable to obtain nice rewards independent of Artisans, I think I addressed that pretty well in my initial post. Mobs will drop nice loot--legendary loot, in fact. I fully expect players at the high end to wear a mixture of dropped and player-made items to achieve the best possible results. This doesn't cheapen the game for any one type of player, but rather strengthens the appeal for all types.
Remember, even in EverQuest there were quest items for some slots that remain as good as anything dropped in the endgame zones of PoP (the tradeskill planar quest earring comes to mind). So clearly there is room for more than one way to feel a sense of achievement.
| Quote: |
| BTW "the best items will be made by players", sounds ALOT like what SWG just tried to do, is that the new MMORPG battle cry? |
No, it isn't. In fact, I don't like the phrase, as it's a misconception in our game.
Saying "the best common items will be made by players" is oversimplifying a bit as well.
At the lower item tiers, crafted items will be superior to what you can buy from merchants or see dropped from common mobs.
As you progress in the game, the difference between dropped items and crafted items becomes not one being "better" than the other, but rather that the Artisan-made items allow for more customization in terms of stats and enchantments. Rather than getting an item that has predefined stats, you can get a component that can be made into any number of things, with stats based upon conscious choices made by the Artisan.
So yes, adventurers will be dependent upon Artisans to have components made into items. But Artisans will be dependent upon adventurers to bring them components to work with, since that's how Artisans gain experience, levels, and skill. |
Fri Oct 24, 2003 08:14 pm
http://www.eqii.com/phpbb/viewtopic.php?p=123752&highlight=#123752
| Moorgard wrote: |
Every race can be an Artisan.
There are some races that are completely excluded from one adventure archetype or another. Barbarians, for instance, still do not practice any form of the Mage arts, as that kind of intellectual pursuit does not fit their culture and history.
Not all races follow the same traditions as they did in EQ, however. Having your gods disappear and seeing your world broken into pieces will have that effect on you.
I'm not at work at the moment so I can't look at my class tree, but I'm pretty certain that only one race is excluded from two adventure archetypes. Certain races may only have one path if they wish to pursue a given archetype, however.
During our discussions on finalizing the class tree, we all had to justify our position on why a given race could or couldn't be a certain class. I think we came up with very sound reasoning for them. |
Sun Oct 26, 2003 12:10 pm
http://www.eqii.com/phpbb/viewtopic.php?p=124550&highlight=#124550
| Moorgard wrote: |
First off, the death mechanic you quote above that cites item sacrifice is out of date. I said long ago that we're trying different things with how death and rezes will work, so bringing up an old quote like that for debate isn't relevant.
| Nefarious22 wrote: |
| People want the best items in the game and if the people can make thoese items whats to stop them from getting them? |
This seems to be a common misconception based on what people have seen in other games.
Artisans can only create the best items they can when adventurers kill the very hardest mobs and those mobs drop a component.
The best items will be tough to get, just as they are in EverQuest. Adding the step of needing an Artisan to make something does not at all affect how rare items will be.
The best items will not be made from common drops, but from rare components that are extremely difficult to obtain. |
Fri Nov 07, 2003 12:19 pm
http://www.eqii.com/phpbb/viewtopic.php?p=132225&highlight=#132225
| Moorgard wrote: |
| Lord Wiserthanthouart wrote: |
| It's possible, but not likely, that I'm wrong here, but I heard from a disturbingly reliable source that crafting in EQ II will be anemic at best. |
Seeing as how we have an entire archetype devoted to tradeskills, and that we have devs and coders specifically assigned to make the system robust and fun, I'd say your "reliable source" needs a new line of work.
Given the fact that we haven't demonstrated the system for anyone outside the team, your source would have to be psychic (Miss Cleo, perhaps?) or in possession of x-ray vision. And since everyone knows the walls of the SOE offices are lined with lead to prevent just such a security leak, I'd say the odds are slim at best. |
:: Updated by Hannar @ 03/08/04 11:01 am ::
Thu Mar 04, 2004 05:39 pm
http://www.eqii.com/phpbb/viewtopic.php?p=227702&highlight=#227702
| Moorgard wrote: |
Don't panic--we aren't getting rid of artisans.
The Q&A will explain the situation. |
Thu Mar 04, 2004 11:01 pm
http://www.eqii.com/phpbb/viewtopic.php?p=228084&highlight=#228084
| Moorgard wrote: |
| Cyenn Garamonde wrote: |
| They just ruined all tradeskills and made it EQLive once again. |
Nope. The only effect of this change is that instead of requiring two characters to play both an adventurer and an artisan, you can do it with one.
It still takes just as much time to gain levels as an artisan. This change wasn't designed to make the game easier on anyone. If you want to get level 50 as both an adventurer and a crafter, it will be just as much work as if they had to be two separate characters.
The only thing this does is reduce the need to make an alt. I suspect it will make more people try out tradeskills as well, which we see as a good thing. We're putting a ton of work into making our artisan path fun and rewarding.
Just want to adventure? Fine. Just want to make stuff? That's cool too. Want to do both? Have at it! |
Thu Mar 04, 2004 11:09 pm
http://www.eqii.com/phpbb/viewtopic.php?p=228095&highlight=#228095
| Moorgard wrote: |
| Nismo wrote: |
| If I can have a smith and a warrior as the same character, and I get myself a purple dragon hide of uber flames, instead of thinking, "I'll need to search for a smith to craft me a fine breast plate!" I will instead think, "I'll need to go find the rest of these components to make myself a fine breast plate!" See, reduces interaction. |
Not at all. In the old system, that player would have just used an alt to make the BP for him. A player that wants to do it all would have been just as able to do so before this change. |
Fri Mar 05, 2004 02:09 am
http://www.eqii.com/phpbb/viewtopic.php?p=228341&highlight=#228341
| Moorgard wrote: |
I think a lot of the concern in this thread is based on thinking about how tradeskills work in EQ. "This change means I can get my fighter to 50 and max my smithing so I never have to worry about buying gear again."
Not true at all. Becoming a smith or a sage isn't about raising a couple key skills; it's about advancing a character through many levels of content. Whether your adventure class is level 5 or level 50 will not impact your ability as a crafter.
Having a high-level adventure class and a low-level artisan will not provide much direct benefit, because the gear you make won't be of any use in your adventuring role. You'll still be dependent upon high-level artisans to obtain appropriate gear.
Look at the opposite scenario. Get an artisan to level 50 and you can make great gear for yourself as you start out as an adventuerer. But how are you going to get the components? You won't be able to go out and kill stuff to obtain the best components yet, because being a level 50 artisan won't help you in that regard. So you're still dependent upon other players in a significant way.
The players who benefit most from this system are the ones who keep their adventure and artisan levels pretty much equal. But look at the effort they'll be putting in: it will require the same amount of experience as if they were levelling two separate characters simultaneously. That's a lot of work to end up with two level 50 characters. It won't be easy to do, and it won't be something that a lot of players try at first. Those that do are likely the ones who would be making alts anyway.
I realize that at first glance this change seems monumental, but in many ways it is actually pretty subtle. I don't think this will have a significant economic impact. The biggest change is that it opens up more content to more players, which I consider a good thing. |
Sat Mar 06, 2004 11:55 pm
http://www.eqii.com/phpbb/viewtopic.php?p=230366&highlight=#230366
| Moorgard wrote: |
| Knifes wrote: |
| Bleyd wrote: |
| Why, when time is of the utmost essence in the development of this game to be released, did they feel that they NEEDED to make this change if this change was so small and inconsequential? |
Only MG could answer that. |
And I did, in the original Q&A.
I've addressed the economic issues brought on by this change in what I consider a reasonable fashion. You can debate the "might be" scenarios ad infinatum, but no theories can be proven right or wrong until the game has been live for a while.
A lot of what is being debated at this point is the emotional response to the change, and that's something I can't give a definitive answer to because it's a matter of personal perspective. I suspect that some of those who dislike the change feel that way because they see it as taking away some exclusivity they were looking forward to. They knew going into the game that they would never be the most uber adventurer on their server, but maybe, just maybe, they could be one of the most uber artisans. They could look forward to winning the respect of those uberguild adventurers because they would be providing something that the uberguild itself could not.
But the artisan was never intended to be an easy path to advancement, and it still isn't. The plan was and is to make being an artisan every bit as challenging as being an adventurer, just in a completely different way. And the reality is that people who play more will always experience content at a faster pace, so the powergamers would have made their own artisans even if they were required to make them separate characters.
I've made it clear you can still be just an artisan without advancing as an adventurer. I've made it clear we aren't cutting any content for the artisan. The only effect of this change from a gameplay perspective is that it allows any character to be both an adventurer and an artisan.
Yet all of these statements are pointless if you only view this change from an emotional perspective. It's awfully hard to debate that kind of reaction, so all I can say is to judge for yourself once you play the game. |
Sun Mar 07, 2004 01:27 am
http://www.eqii.com/phpbb/viewtopic.php?p=230442&highlight=#230442
| Moorgard wrote: |
| Drakenred wrote: |
| That one action basicaly saved everyone who wanted to traidskill 4 charater slots (since you would need 4 slots to be able to master all artisan classes)... |
You seem to be implying that we eliminated the artisan tree and simply made one class out of it. We didn't. The tree is still there, and you still have to progress through it.
If you want to play every artisan sub-class, you still need four characters to do so. |
:: Updated by Hannar @ 07/03/04 02:47 pm ::
03-24-2004 01:09 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=18113#M18113
| Moorgard wrote: |
| Woodoo wrote: |
But, as the artisan skills are a completely stand alone skill tree, will you be able to untrain you artisan skills?
I don't know about you, but in RL, I like to change my hobbies once in a while |
It's unnecessary.
Being one subclass of artisan does not prevent you from making the same kinds of items that other subclasses can. The smith can create potions, the sage can make armor, etc. Your subclass defines which arts you receive to help you in the crafting process, essentially allowing you to specialize in a particular field.
The smith will receive specialized recipes for making armor that a sage won't, but every subclass of artisan will be able to perform all tradeskills at a reasonable level. |
Wed Mar 24, 2004 07:06 pm
http://www.eqii.com/phpbb/viewtopic.php?p=244287&highlight=#244287
| Moorgard wrote: |
I wouldn't classify this as a change, as I believe I've hinted at this idea before. At any rate, it comes down to the definition of "reasonable level," which we will tune through testing.
Keep in mind how adventure archetypes work: you gain certain abilities at the archetype level that you never lose, but you gain specialized abilities at the class and subclass level that are unique to your choices.
Artisans will work the same way in that you don't forget something you learned before, but you won't continue to advance your skills in some areas based on your class and subclass choices.
As I said, we'll be tuning this in practice. While we want all artisans to have a certain amount of versatility, it's not going to be a case where everyone can make the exact same items of the exact same quality. |
04-10-2004 12:41 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=272#M272
| Moorgard wrote: |
| BokimGilgal wrote: |
Would you like to see the crafted items taged with the artisan's name? |
Yep, I would. |
05-25-2004 09:58 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=artisan&message.id=1184#M1184
| Moorgard wrote: |
| ServoGnome wrote: |
you receive recipes, the same way casters get spells, and you can also quest for some recipes. |
This is correct, though there will be other ways as well. |
05/26/04 12:58 AM
http://boards.stratics.com/php-bin/eq2/showflat.php?Cat=&Board=eq2development&Number=7690&page=&view=&sb=&o=&vc=1&what2=postlist&selv=&vwhich=
| Moorgard wrote: |
| The artisan advancement path remains intact, and items are only crafted by artisans. The change we made is that all players have both an adventure level and an artisan level. So someone could simultaneously be both a level 30 wizard and a level 20 smith. Items would be made as a level 20 smith; the adventure level is completely separate. This lets you enjoy both types of content on one character instead of having to play one as an alt. |
:: Updated by Hannar @ 08/01/04 05:32 pm ::
07-23-2004 12:06 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=artisan&message.id=2229#M2229
| Moorgard wrote: |
We don't have any plans for such a system at this time.
The goal is to make artisan subclasses interdependent upon one another the same way adventuring subclasses are. For this reason, we don't want any player to master every type of tradeskill.
More details on how this works will be coming when we reveal artisan info (which we realize there has been a considerable lack of). |
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