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View Full Version : Speculation--What do Crafters get?


Grei
06-23-2004, 03:41 AM
I'm going to start a bunch of 'Speculation' threads here, to try to spark some discussion and activity here on the EQ2TC forums. Now keep in mind, this is for speculating and discussion...none of this is necessarily valid until confirmed otherwise. :)

You're now a Crafter. The smell of leather and wood fills your workroom. Now then, the predictions:

* Advanced woodworking--Turn exotic woods into something useful. For example, say someone finds some Ironwood and it's actually more iron than wood, you would be the person who could actually work with it.

* Leatherworking--Tan and shape hides to be used for armor or furniture or bags.

* Armor--Leather, metal, both...you make it, people will wear it.

* Advanced furniture work--With the help of a friendly Smith, you turn out expensive and elegent furniture. Is it wood? Is it metal? Who knows? Who cares? Make the neighbors envious. :)

Let the speculation begin. :)

Grei

Homeslice513
06-25-2004, 05:21 AM
Besides making furniture and stuff for houses I am totally hoping that the tailor skills fall under her too. I would love to be able to just craft furniture and clothing. The armor being under here is a bonus since that will help the guild but I am always interested in the social/rp side of crafting and not what I can do to make a character better protected or armed but what can I do to make a character look better, have a home that shows their high status and so on so on

Grei
06-25-2004, 02:46 PM
You know, I hadn't even given any real thought to where tailoring would fit into things. Probably because, before SWG, tailoring was just yet another armor making skill.

Now that I'm starting to though, hrm....the speculations... :)

I would imagine that tailoring would be started at the Builder level, at least with the basics...like silk weaving and raw leather (I seem to recall speculating that Builders get some leather working skills). Whether the skills continue to build regardless of being a Smith or a Crafter, or whether a Crafter gets even more advanced skills, I'm not sure I'd want to try to predict. The one prediction I will make though, is that a Crafter would definitely have an advantage in turning leather and furs into clothes if they do end up with advanced leatherworking skills.

But then again, a Smith could end up with the advantage in making metal accents and buttons and such (ooooh, shinies). And there's still some question as to where jewelcrafting will end up at (I'm torn between Smiths and Sages on that, though I could easily see it being a combination of Scholar and Builder--with the Builders doing the metal work and Scholars doing the gemology work and either one being able to do the final combines. I'll probably start a general thread on this topic shortly) and jewels definitely could add to the overall appearance of clothes.

As you can see, I haven't been able to buttonhole some skills just yet. Wish I could for the sake of my aching head, but then again, it would ruin the fun of waiting for EQ2 or at least keep me from staring at my email waiting for a Beta invite. ;)

Grei

Homeslice513
06-25-2004, 04:36 PM
I can't wait until I get into beta ;)

I will answer all your questions then for sure :p

Harbinjure
06-25-2004, 05:29 PM
From what I understand everyone will have the ability to learn a little of all the tradeskills...so with that I would think the sage will have the ability to do jewelry skill using a little bit of the knowledge of crafting with the sages scribe ability to enchant the jewelery.

Homeslice513
06-25-2004, 05:38 PM
I was thinking the sages would have that also.

I am hoping that it is more intricate than that and it does take two or more artisan types to make a good high quality item from jewelry to swords to chairs to chest plates

Grei
06-26-2004, 01:39 AM
It's really too bad I'm not a game designer sometimes. That jewelcrafting breakdown that I wrote up looks really nice and doable...and varies it based on class/sub-class nicely too. :)

I think the number one issue I've been having with thinking things through for Crafter is the fact it seems to be a 'catch-all' subclass. Smiths do weapons and work with metals, Alchemists have their potions and poisons, Sages have the spell upgrades.

Meanwhile, the official description of Crafter has them doing furniture and armor...two completely different things. And armor is easily broken down into leather based and metal based, both of which have totally different skills required (at least in RL--I admit EQ2 is a game, so the method could be totally different). :)

Oh well, time will tell...and in the meantime, I'll continue to be stubborn and try to break things down to logical speculations. ;)

Grei

Ngreth Thergn
06-26-2004, 10:11 AM
I can't wait until I get into beta ;)

I will answer all your questions then for sure :p

I hope you do not :) Don't forget the NDA :/ We can only release what SOE releases :/

One reason is... so they can change their mind. Someone non SOE says what each can make... Maybe they decide metal armor must move from crafter to smith... then they have to deal with an uproar of "you nerfed crafter!!" from a larger base then jsut the beta community (which is easier to deal with than the full fan base)

One of the main reasons things stayt "secret" is so that SOE can make changes wihtout huge community outcry. Other reasons of course are to keep competetors from undermining them too much :)

Karikaru
06-26-2004, 02:09 PM
hi all i just discovered this forum today. I am planning on being a gaurdian/crafter when EQ2 comes out :)

One thing i would like to see crafters getting down the line is ship building once the player controlled boats are included. Also i think another cool thing would be to be able to take sage and alchemist stuff and combine it with crafter and smith stuff. Like perhaps magic infused gems in the hands of a master crafter could create a magic gem studded suit of armor, so like if they are fire opals or something, may be they would grant the suit of armor additional defense vs. cold and may be it could give the armor a cool flame like color. Or also may be combine spells with armor to augment it, like combine a spell of steelskin or something with some silk armor to create steelsilk armor that has additional AC. SWG was a pretty cool game despite the lack of variation in content. Tailoring in SWG was awsome and tons of fun. I think it would be cool if players were incouraged to wear clothes in town and if we got a variety of non-armor customizeable clotheswe could craft for people to wear around town.

Also i think the furniture we can craft will be in high demand like in SWG, in SWG everyone liked to fix up their house. heck, one time i spent a quarter of a million having the interior of my PA hall club professionally decorated. I think the crafting business will prove to be quite lucrative for us who choose to advance in it quickly enough in the game. I think only 10% of the game population will seriously get into tradskills which means there will be plenty of customers for us. We can make easy money right off the bat if we play our cards right and get right quick.

Homeslice513
06-26-2004, 05:03 PM
I hope you do not :) Don't forget the NDA :/ We can only release what SOE releases

Oh I read your number one rule here ;)

And I don't break NDA but if I am in beta and they drop it early, I can share all that I want :)

Homeslice513
06-26-2004, 05:06 PM
I was just admitted to a small guild and I belive out of the 15 so far that I am the only one wanting to be a pure artisan.

A few others are wanting to adventure in prime hours so everyone can fight together and then craft the night away.

SirTower
06-29-2004, 01:09 AM
We should have the following skills:
Fabricate all forms of clothing, protective or not (includes tailoring)
Create furniture and large household items.
Repair badly damaged armors.
Above and beyond that, who knows. We dont know if certain classes are better at others at harvesting materials, for instance. If so, we'll be the wood choppers and the critter skinners.
BTW, I'd also imagine crafters will be the interior designers of EQ2, due to the overwhelming ammount of junk furniture we're going to end up with as we practice our skills.
In relationship to EQ1, we'll be 1/2 of the smith skill, all of tailoring.

Homeslice513
06-29-2004, 06:39 AM
I hope we get tailoring in there :)

I am all about the prestige and status items.

Making armor will be bonus and a major money maker but then again due to the fact that most people are probably more worried about those things. Casual clothes and furniture makers could be a rarity ;)