View Full Version : What questions to ask Moorgard
Ok, since we aren't finding information anywhere, let's try to ask for information. So let's put together a list of questions and see if Ngreth can't entice Moorgard to stop in and answer them for us. :)
My #1 question if I could only get one question answered would be--Will there be any interdependencies between the subclasses and if so, is it mostly optional, i.e. Uber level items?
Alright, who's next on their question? :)
Grei
SirTower
07-10-2004, 01:40 AM
Where do the Baking (and respective brewing) and tailoring skills end up? The main site is kinda vague and makes it sound like all artisan classes can make foods equally, all the way up the skill trees. And whatever happend to Fletching (bowcrafting)?
That's it? No one else has any questions they'd like to see if we can't get Moorgard to answer here? C'mon, I know there's lots of curious people out there. :)
Grei
Ngreth Thergn
07-12-2004, 09:39 AM
My biggest desire is to see the tradeskill interface, just see it once!
then I would ask the same sorta thing, how independant can a trader be... how much will they relly on other traders?
Homeslice513
07-12-2004, 10:39 PM
As of right now those are the two things I would like to know the most :)
But as I learn more I would have more questions.
I am curious if you can just do crafting to get off the tutorial island and/or how the levels work since you start off as a commoner and then choose an archetype.
*chuckles* I was afraid of that. The things we'd most like to know are probably key bits that Moorgard can't tell us yet.
Ok, let's scratch the what we'd like to know most questions and try to come up with some other questions that Moorgard can answer for us.
I personally would like to know more about the whole crafting shop thing...whether you're tied to one for your career, whether you can upgrade based on rep, whether you even need to be part of one, etc.
Well, that might be also on the 'can't divulge' list...but hopefully he can give us some more about that.
Grei
javalin
07-13-2004, 07:17 AM
i am with the rest of you i want to know but the more i find out the more i will want to know :)
Autum
07-15-2004, 06:21 AM
I realize SOE has stated that crafting quests will be limited on a certain number per day, will this impact the ability of a crafter to be self sufficient (excluding adventuring) while leveling to the max. Will we have to be dependent on others to buy our wears consistently to fund the given trade?
Autum
07-18-2004, 05:51 AM
In what ways will Artisans be able to impact their Guilds Prestige Rating , are there more global benefits(Guild Related) from Artisans doing quests for the local trade folk ?
Noogie Booige
08-13-2004, 11:08 AM
I wish that a little video of crafting would be released. We have gotten to see some of the fighting moves/spells in the current videos but crafting has been completely neglected. It kind of makes me worry that things, that they may not really be putting enough effort into this part of the game. Heck we can barely even speculate about anything....
Let's see a taste of the "crafting wheel" do you rt click to bring out different crafting tools, do you watch a temperature gauge, a brew gauge sensing pressure from gas released by the yeast, do you see molten liquid metal when jewelcrafting, do you get to facet a gem, insert it into a machine and turn knobs to set angles, any polishing steps, will you break out a plane and a T-square for carpentry? Come on boys give us some help, you're making me feel like the miracle worker here....
I do think the voices will be a nice addition and the languages sound interesting. I heard people really liked the voices in "earth and beyond" but that game eventually dropped them because the patches were just too big - will be interesting to see how this works out in eq2.
They really need to make a different world from eq - I got bored sick with whacking rats and larger versions of rats and yet larger versions of rats all day long. I still have nightmares of the terrible sound they made over and over and their pathetic lunges at me... Combat is nice but they need to make this a world you want to live in/stay in not just level up, get the next phat lewt, and powergame in.
I think EQ was plagued with the development strategy of lets make new bigger stuff to kill without expanding the cultural, community, and quest/story/dialogue sides of the game. Lets make bigger items to get, and design massive generic zones without expanding the depth/complexity/uniqueness/interest/functions of the world; lets appeal to peoples need to be ueber, to live as a rat pressing a button for the next reward, etc... I really hope their development team doesn't use the same strategy as EQ did or I wont be playing this thing anymore once the first expansion comes out. I don't want to be a rat pressing a button with an extended interval timer on when the reward appears! EQ2 developers I pray nightly that you are thinking outside the skinner box...... BTW please fire any psychologists you have hired to help design and make the game more addictive we need lives too...
Love,
Noogie Boogie
Noogie Booige
08-13-2004, 11:21 AM
well I guess there is some info out i found this site from one of the links either here or on the eq2 site.
http://clanwhitestorm.com/eq2info/index.htm
pretty nice - will have to study the crafting stuff a bit; though i would like to see a crafting wheel or an example of someone crafting on video...
Noogie Boogie
Brevis
08-13-2004, 03:40 PM
I guess I have a question for Moorgard or Ben should the opportunity present itself:
Will the quality of your tools & implements have an effect on how well you succeed at crafting?
SirTower
08-13-2004, 11:58 PM
I'd like to hijack brev's question and add that you should ask if there's any plans on artisan specific loot like tools with magical bonuses. Atunable stuff mabye so we can at least be on the loot tables for something other than parts.
smackem81
08-29-2004, 05:31 PM
Can I as an artisan "solo" all the way to a skill of 50 without the dependce of an adventurer to harvest the items I need to level up
Homeslice513
08-30-2004, 03:59 AM
Can I as an artisan "solo" all the way to a skill of 50 without the dependce of an adventurer to harvest the items I need to level up
Last I hear this is more or less true. You need to be level 6 to declare your city residence but after that you can do all your artisan stuff from doing quests for a shopkeep, city and being able to buy components from a NPC :)
smackem81
08-30-2004, 03:55 PM
Also with the products you make along the way of leveling to 50 will it be enough to be self sustaining to buy more and new components for a "blue" con vs "green" con. You figure there will allways be failures at a cost of wealth, and closer and closer you get to zero wealth the less and less you can level. Esentialy an artisans leveling ability is determined by their bank account. If you cant sell stuff made for more than what you paid for back and fourth from merchants, you cant continue to level. But then if you do it that way it becomes like an infinite money game.
so selling to other people is the way to make money, which inturn is used to level? Just seems like such a pain
Basicaly i dont want artisans to be a money sink, but not a infinite money scheme either
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