PDA

View Full Version : Tradeskill Instance Update


Niami DenMother
09-26-2006, 09:07 PM
If you have been following either the SoE forums or the EQ2TC forums, you probably have heard about the tradeskill instances on Test being closed down, and the crafting equipment being moved to the main city zones. It caused a {cough} bit of hubub on many fronts, ranging from outright knee-jerk reactions from folks who liked the ambiance and convenience of the instances, to very real concerns over crowding, lag, etc.

I would like to personally thank those who aided in the playtest on Test yesterday, and managed to do so in a civil manner. For the folks who couldn't even follow simple requests during the final minutes of the test and restrict their ooc comments accordingly - BAD trolls, you failed Reading Comprehension 101 and Common Courtesy 101. No cookies for you!</p>

I am happy to say that despite the sort of behavior (thankfully, from a very small minority) that reinforces why the devs often don't like dealing directly with the players in emotional situations, there is some good news from Glendral:
First, we are adding the tradeskill society instances back in. We still may remove them in the future but we definitely need to do a lot more work before we can do that. The devices that are in the main city zones are staying in as well.
We are looking at a lot of the feedback we got from the playtest, /feedback, and the boards for possible implementation. Among the topics we're discussing include adding more bankers and brokers in other zones, cost of the tradeskill devices you can purchase for your house, etc.
I have added a Work Order Clipboard that you will be able to purchase from either the Coalition of Tradesfolk or the Ironforge Exchange once you have amiable faction with either of them.
I added/fixed a number of merchants that were missing tradeskill fuel in the city zones.
I know about the problem in the Clothespinners, in North Qeynos, with the collision between the desk and the loom, and this has already been fixed internally. Unfortunately since this fix requires changes to art assets that are already locked for this update, we won’t be able to get it out until Game Update 29.
The wholesalers on the Queen's Colony and the Outpost of the Overlord will once again correctly begin you on your path as a crafter.

Many thanks go out to him for keeping his cool during yesterday's brouhaha, and for getting back to us with the good news. You can find his full post, and any responses in this thread in the SoE forums. (http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=65210)

Lordebon
09-26-2006, 09:23 PM
*Does a little dance of 'SOE-listens' -based joy*

Erm. *looks around to see if anyone saw that*

I wonder what the clipboard means... sounds very interesting.

Niami DenMother
09-26-2006, 09:57 PM
The clipboard performs the same function as the work order table ... it is where you get told what you're going to make, and if it is a timed writ, it is where your timer also starts ticking.

Glendral got slammed pretty hard by folks, due to the "shooting the messenger" thing, even though the decision for the initial changes wasn't his. I'd love it if folks from our community could take a moment to post their thanks over in that thread in the SoE forums, so he knows that folks appreciate not only the changed decision, but also the clear communication regarding it. :)

Lordebon
09-27-2006, 12:22 PM
Oh very nice. That will be great, just using that instead of having to use a table =)

Tolin
09-27-2006, 05:10 PM
I know about the problem in the Clothespinners, in North Qeynos, with the collision between the desk and the loom, and this has already been fixed internally. Unfortunately since this fix requires changes to art assets that are already locked for this update, we won’t be able to get it out until Game Update 29.

I noticed recently that the tradeskill numbers, ya know the ones each tick telling how your durability/progress are moving (-9 +34) are annoyingly place above the tradeskill station, instead of being relative to the height of the tradeskiller.

On the forge this means i'm staring almost strait up in 1st person mode, to center the numbers on my screen, instead of being able to be in 3rd person mode - minor issue, but on the other hand it should be an easy fix ...

However since i assume this is also require "art assets" to fix, maybe such a quirkie thing could get fixed along with other "art" things? (not sure if other stations have similar problemes).

Lordebon
09-28-2006, 09:00 AM
Tolin,

Weren't the numbers coming out of the top the whole time? I've always had to look at the top of the forge to see numbers, they've never scaled to my height or anything...

Niami DenMother
09-28-2006, 11:21 AM
I've always had to scroll back pretty far in 3rd person mode to see them on my short folk.

However, you might want to either /feedback your comment in-game, or post on the SoE forums with the suggestion, just in case it is an "easy" change to make. :)

Ariadne
09-28-2006, 04:15 PM
I've always had to look striaght up at the top of the machines, even in beta. It's not a new change :)

Lordebon
09-28-2006, 05:19 PM
The thing I wish is that some more info was given to us in the TS window, namely...

*The previous tick's results (+- xx +-xx)
*The chances of each type of success (as a wish... at least, xx% success chance, a number that you would see go down as you used buffs, or up with your L50 TFD item)
*Current/Max Durability and Current/Max Progress (and even more preferably, the current/max durability of each bar, and maybe progress too).

Zendaken
09-28-2006, 07:08 PM
The response I always see to this request (whether it was dev or not, I don't know) is that it would make it way too easy to bot with that info readily available.

Lordebon
09-28-2006, 11:28 PM
The response I always see to this request (whether it was dev or not, I don't know) is that it would make it way too easy to bot with that info readily available.

Hmm, I guess so, never really thought about it from that angle, but I don't see whats wrong with at least giving us current/max #s for dur and progress...

I think you might be able to even generate those numbers using UI mods as it is, based on how far the bars are full and with the knowledge of the max durability and progress (which seems to be the same for everything now).

Tolin
09-29-2006, 08:24 AM
just in case it is an "easy" change to make. :)

Well "easy" is not a word a Dev would ever use publicly...

...and i guess we have a case of me have at very small understanding of 3d modelling - but i assume that like weapons can be "attached" into "hands" on the 3d model of our avatar, the numbers are "attached" to the top of the Forge-3D model - however they forgot that when sized, the forge is much taller than most charecters.

So the "attach"-point needs to be changed... and that require "art ressources", but as said - HUGE assumtions from this end. A different example is how spell-effects scale on different shaped/sized creatures....

note: i have feedback'ed it