Niami DenMother
08-07-2006, 12:06 AM
At the House of Commons (HoC) dev chat last week, along with some follow-up on the SoE forums, we learned that there has been another change in plans with regards to tradeskill writs, as well as some scheduling changes. Dymus had the following to say during the HoC Chat:
The current tradeskill writs are slightly different than the previous implementation. The new writs will typically ask you to create 1-6 different items with variations on the number within those different items. The new writs will award coin, status, and faction (if you are a citizen). The major difference is that the new writs will have a timer to complete the writ. Since that provides more challenge we can give them greater reward.
At the moment they (the writs)should be slated for Game Update 27, this will depend greatly on how they do through testing of that update and the feedback we get on them.
He then posted later in the SoE forums with the following elaboration:
To answer a couple things since there's some question about it. The new writs will not have a timer that locks you out from getting another as the old ones did. As soon as you complete one, you can pick up another. Since the amount of time it takes to create an item doesn't vary an incredible amount (and there are no subcombines to factor in complication now) it is possible to set these up without a lockout since there are fewer variables.
The new writs are also going to require pristines to be created. With the timer on these 'rush job work orders' it is possible to fail, thus the reason they can have decent rewards. As these go up on the test server expect me to start asking for feedback on all aspects of them, I'd like them to be something people find useful and enjoyable.
As a final note, this system is going in instead of the selling items for status idea we had mentioned previously. There was little, if any gameplay value to selling things to a vendor after creation. In order to give that system some gameplay value we would have to tie it into some sort of supply and demand evaluation and have some ways to affect supply or demand. This is not to say we wouldn't consider something like that for the future, but in a previous post I had mentioned going with smaller content driven systems with the tradeskills rather than larger code driven ones and this is where that has brought us.
I have started up a thread in our forums here (http://mboards.eqtraders.com/eq2/showthread.php?t=6294) for those who wish to discuss this and/or see some of the other tradeskill-related quotes.
The current tradeskill writs are slightly different than the previous implementation. The new writs will typically ask you to create 1-6 different items with variations on the number within those different items. The new writs will award coin, status, and faction (if you are a citizen). The major difference is that the new writs will have a timer to complete the writ. Since that provides more challenge we can give them greater reward.
At the moment they (the writs)should be slated for Game Update 27, this will depend greatly on how they do through testing of that update and the feedback we get on them.
He then posted later in the SoE forums with the following elaboration:
To answer a couple things since there's some question about it. The new writs will not have a timer that locks you out from getting another as the old ones did. As soon as you complete one, you can pick up another. Since the amount of time it takes to create an item doesn't vary an incredible amount (and there are no subcombines to factor in complication now) it is possible to set these up without a lockout since there are fewer variables.
The new writs are also going to require pristines to be created. With the timer on these 'rush job work orders' it is possible to fail, thus the reason they can have decent rewards. As these go up on the test server expect me to start asking for feedback on all aspects of them, I'd like them to be something people find useful and enjoyable.
As a final note, this system is going in instead of the selling items for status idea we had mentioned previously. There was little, if any gameplay value to selling things to a vendor after creation. In order to give that system some gameplay value we would have to tie it into some sort of supply and demand evaluation and have some ways to affect supply or demand. This is not to say we wouldn't consider something like that for the future, but in a previous post I had mentioned going with smaller content driven systems with the tradeskills rather than larger code driven ones and this is where that has brought us.
I have started up a thread in our forums here (http://mboards.eqtraders.com/eq2/showthread.php?t=6294) for those who wish to discuss this and/or see some of the other tradeskill-related quotes.