PDA

View Full Version : Skill level bug


Latormenta
12-06-2004, 08:14 AM
After dinging 20 Carpenter, I sat down to process a mess of ash. When I noticed I wasn't getting skillups, I checked my fletching skill. It read "96/91" (current/max).

As I progressed through 20, my max gradually raised until I was 96/96. When I dinged 21, it dropped to 96/92. Through 21 it gradually raised again till it was 96/96, then dropped to 96/92 when I dinged 22.

Something isn't right. I hope my fletching is supposed to improve. I can make pristine refined ash pretty consistently, but I'm very worried about what will happen at level 30 if my skill is 96 (or 92).

Anyone else experiencing this? I /bugged it in game, of course (twice now).

Dafydd
12-06-2004, 10:20 AM
Well as a carpender I think your Skill should stop at ~95 give or take a point or two.

Now a little Info (Not the expert but its how I see it.)

Level 20 Carpender & level 20 Woodworker both have the Ash Lumber receipe.
I also think at level 30 they both have the Tir 4 Lumber receipe. However you are correct that it is a fletching skill.

So down the road when your making pristine boxes / furnature you will be dependant upon a woodworker with high fletching skill to provide you with pristine lumber... however on the bright side of things you can make some low quality lumber by your self for exp practice.

Good = Able to exp solo.
Bad = Dependant on Woodworker for pristine lumber to make High quality products.

Latormenta
12-06-2004, 01:20 PM
I considered the possibility that my skill is capped at 95-ish. Are any other tradeskill classes capped in the ability to refine their primary ingredient? I'm not aware of any, but perhaps armorers will have to go to weaponsmiths to get pristine tier 4+ components.

I'm all for interdepenency (really, I am; no, really). However, I don't see anything a carpenter makes that anybody else is dependent on. We're already dependent on alchemists (like everyone else) and, to a lesser extent, weaponsmiths. To add a dependency to woodworkers, while absolutely nobody has a dependency on carpenters, seems to really put us at a disadvantage (in addition to the disadvantages we already have, like having only 1 useful recipe per tier and having only 2 or 3 recipes at all per level).

In any case, there's a bug. If my skill is supposed to go up, it doesn't. If its capped, the cap shouldn't go up throughout a level and then drop back down again when I ding.

I won't have to worry about it till level 30. That's a long ways off. Time for me to bring up a third and fourth tradeskiller. If I need a woodworker to make lumber, then woodworker is a slam dunk for #3, since they are also the class that makes quills and paper (no, my other tradeskiller isn't a sage; she's an alchemist). And, who knows, maybe totems get useful at higher levels.

duotron
12-06-2004, 01:34 PM
As people start buying the status cost housing carpenters are going to be a lot more popular.

Lordebon
12-06-2004, 02:02 PM
I'd definately say thats a bug. Not the first of its kind, either. The cap does sound right to me tho.

And yeah people will buy furniture to reduce status point costs, but others still aren't dependent on us. Methinks the dependency needs to be looked at to balance it out a bit more.

Dafydd
12-06-2004, 02:30 PM
In your skills list there are basically 18 listings that tie to tradeskills.

1/2 (9) of these go up automaticly and are what determines what books and or recipies you can use. The other 1/2 (9) go up only with use but the cap goes up based on level.

As an artisan you are a jack of all and master of not. From level 1 to 9 The caps for all 18 of these go 1 point every 20% of a level. After you choose a class (Craftsman / Scholar / Outfitter ) The caps for 12 of these skills will stop going up and only 6 of them will go up.

At level 19/20 When you choose your Sub-class (specialty) 4 of these 6 will cap out while only the 2 associated with your subclass will continue to go up.

Fletching is one of the 6 skills that a Craftsman has but is not one of the 2 that a carpenter has. Fletching is one of the two that a woodworker specializes in.


However I would agree that getting skill of 96/92 or anything like that is definatly some sort of a bug.

Latormenta
12-06-2004, 02:39 PM
I think we'll need to know more about what kind of furniture effects status (and by how much) before we count of being able to sell any. Will we be able to sell an ash bunkbed to someone so they can lower their status costs? I'm skeptical. I suspect it will need to be a fir bed.

If that's true, the furniture/status thing isn't going to do much. No one is going to make a living out of processing rares in this game. They are just too rare.

There is also a questionable basis for the argument that furniture will be useful. Furniture is supposedly useful because it can reduce status cost on big fancy housing. However, big fancy housing isn't useful.

I tried to fight this battle in beta, but didn't get very far, when they put a limit on the number of items that could be in lower cost housing. I think their idea was that having stuff in your apartment is so desirable that people will go out en masse to rent expensive digs just so they can put more furniture in it.

The argument becomes circular at this point. People will upgrade to big houses to buy furniture. But the only reason they need the furniture is to reduce the cost of their big houses. The solution is trivial and will doubtless occur to most players -- don't buy furniture in the first place. Then you don't need the big fancy house and you can spend your status points on something useful.

Note: since I made my original post I've remembered/discovered that Sages can't make their raw material at all and armorers are capped at level 19, apparently the same as carpenters.

Irda
12-06-2004, 06:07 PM
Peeps will want the bigger house so they can put in thier own craftting stations

Bleu
12-08-2004, 11:11 AM
will write this last time:)

when i combined crude planned ash, crude dowel, crude cord i still got pristine ash desk..maybe it's a bug, i hope not since we don't really have control over quality of dependant products..we do finished product as someone stated:)

only danger we have is...when working at forge for studs..make those counters with artisan buffs...forge will kill you!

:)

peace,
bleu

p.s. i try to do only pristine for ppl and those not turned out pristine i use at home as practice for decorating..carpenters honor thing:)

Wolfysins
12-08-2004, 01:26 PM
A few comments....

-There's something inherently wrong that we'll end up having to buy our primary ingredients from another crafter. We should be able to produce our own primary ingredients, it's the secondaries we should have to get from someone else.

So using fletching to plane lumber is wrong. Furthermore, if anyone is going to be more capable of turning boards into usable material, it'll be a carpenter before a weaponsmith!

-I thought briefly about having my own crafting station in my house. However, that just means that I'd have to zone four times whenever I run out of sandpaper and twice when I want to sell off something. So unless crafting stations come with a vendor selling basic supplies, I won't be doing it, unless they give us stack sizes significantly larger than 20 or bag sizes significantly larger than 10.

stpauli
12-10-2004, 01:28 PM
right now it looks like the skills that you dont pick as your class are declining as you pick a subclass , ie skills are 50 when you are lvl 9.9 but when you ding 10 the skills not used my your sub classes will drop 5 points so your cap will be 45 in everything except fletching , sculpting , and artistry , when you are 19.9 your cap is around 97 in those 3 but when you ding 20 your cap drops in artistry and fletching 5 points to 92 , apearently if you had maxed your skills before dinging into a diferent class then as you progress through the level the cap moves up and then drops back down when you ding

i dont know if its a bug or if its how its supposed to work but thats whats hapening atm , i found this on the sony site :

http://eqiiforums.station.sony.com/eq2/board/message?board.id=general_tradeskill&message.id=7971

i posted a thread on this already to try and get feedback from others but havent got much of a reply

http://mboards.eqtraders.com/eq2/showthread.php?t=1945

Korsis
12-10-2004, 01:35 PM
Carpenter's, I'm told, can also make carbonite studs, which is something that tier 3 armorers cannot make themselves and need in large quantities.

beylanu
12-10-2004, 04:32 PM
A few comments....

-There's something inherently wrong that we'll end up having to buy our primary ingredients from another crafter. We should be able to produce our own primary ingredients, it's the secondaries we should have to get from someone else.

So using fletching to plane lumber is wrong. Furthermore, if anyone is going to be more capable of turning boards into usable material, it'll be a carpenter before a weaponsmith!

-I thought briefly about having my own crafting station in my house. However, that just means that I'd have to zone four times whenever I run out of sandpaper and twice when I want to sell off something. So unless crafting stations come with a vendor selling basic supplies, I won't be doing it, unless they give us stack sizes significantly larger than 20 or bag sizes significantly larger than 10.

/agree with all of this

I can understand each profession needing to use subcomponents from other professions, but they "should" be able to make their primary ingredient, therefore allowing their own skill to control the quality of the product from start to finish.

Quality of product is important to the discerning tradeskiller, and relying on other professions to have pristine quality materials on sale in order to make your final pristine combine is not cool.

.......

Having all tradeskiller stations in your home/guild hall is nice. However, it must come with storage space "containers." I can see myself stocking up on the fuels and other components, so that running out of sandpaper on your person, does not involve zoning 4 times.

When supply is low, I simply restock, all in one run to the "market."

harvyst
12-10-2004, 05:25 PM
Carpenter's, I'm told, can also make carbonite studs, which is something that tier 3 armorers cannot make themselves and need in large quantities.

Carbonite studs are jeweler, not carpenter.

Carpenters make paper and quills for sages.

Astarelle
12-11-2004, 12:23 AM
Actually carpenters do get the carbonite stud recipe but it doesn't use our sculpting skills. To refine the carbonite bars, you have to use metalworking instead of fletching like we did with iron bars (thus it is hard to get pristine). Then to make the studs, it uses artifing. So far, I can't make better than shaped studs. I recommended that my husband find a friendly JC for his armor needs.

However, we do get the Canvas padding recipe which is also used by armorers. I haven't made any yet though so I can't promise that this will actually use our skills.

We also get ash staves which should be used by weaponsmiths and perhaps by woodworkers (if they don't get the recipe themselves) to make bows. I was told by a woodworker that they needed carpenters so my guess is this is where they are dependent on us (though perhaps not since it does use the fletching skill).

I'm pretty sure my fletching skill is either 100 or above that. I will double check the next time I log on. I think the skills of our class that aren't used in our subclass max out at 100, but I'm not positive.

Bleu
12-18-2004, 02:23 PM
wolf wrote

There's something inherently wrong that we'll end up having to buy our primary ingredients from another crafter. We should be able to produce our own primary ingredients, it's the secondaries we should have to get from someone else.

mm..i don't think so..kind like sages can't make ink, and jewlers have to buy bars..? i am not sure..but i am a bit neutral on this..if i have to buy stacks of pristine lumber from woodworkers..fine..less grunt work more furniture making for me..on other hand..i kind feel processing wood is more carpentry domain..

it would be nice to have two refine/planned recipi for each skill sculpting/woodworking..:)

p.s. btw..i don't think jewlers can make bars..or if they can it's capped at 20 right?...

DavDarkelf
12-18-2004, 03:48 PM
Jewlers don't have to buy bars. Carbonite bars are the only thing we have that is difficult to make. However the carbonite studs, hooks etc we make only have to be crude as they are not a major component.

Gold bars use the artificing skill.

It does sound a bit harsh that Carpenters can't make their primary component though!

atonic
12-20-2004, 09:46 AM
Carbonite studs are jeweler, not carpenter.

Carpenters make paper and quills for sages.

Woodworkers make paper and quills.

My carpenter sure manages to make carb studs. Not great studs, but who cares?