Tradeskill split

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Comments

  • Out of curiousity what about our trait list? What if we specifically picked these traits for use of rapiers in combat? Any chance of Knights getting a trait reset if they're set up for speed rather than whatever the new combat styles are going to be?
  • Sarapis said:
    I haven't done the math but I wouldn't be surprised to find out the cost to do so is greater than a billion gold in comm costs. Now I want to know...
    Do some quick Sarapis-math and get back to us?

  • Wayde said:
    Out of curiousity what about our trait list? What if we specifically picked these traits for use of rapiers in combat? Any chance of Knights getting a trait reset if they're set up for speed rather than whatever the new combat styles are going to be?
    You're still going to want Nimble.  I highly, highly doubt that will change.
    ~Kresslack's obsession~
  • Any questions not directly about the Forging replacement miniskills will have to be answered by Tecton. 
  • Riashain said:
    @Sarapis‌ Can you comment on milking/Loki's Tear? I'm not entirely put out by this, but interested in how that artefact will be handled. I know you mentioned there'd be an update soon-ish. 

    From what I understand, milking is being removed entirely to be replaced with Toxicology, which actually makes the Loki's Tear entirely useless? Is that correct?
    @Tecton‌ tagging you based on Sarapis' response above.
  • KenwayKenway San Francisco
    If tree and restore still can cure fractures delivered by two handed weapons, everyone could probably use a trait change since there are traits that slow each of those.

    - Limb Counter - Fracture Relapsing -
    "Honestly, I just love that it counts limbs." - Mizik Corten
  • Sarapis said:
    Any questions not directly about the Forging replacement miniskills will have to be answered by Tecton. 
    About how many variations are we looking at for forging? Like, how many types of fullplate could be made, and what do you anticipate the overlap will be between players? How likely do you think people will be to choose the same word combinations?

    Will there be any indication as to which words mean which stats, other than conjecture and practise? I could see serrated being linked with more damage, but what about burnished or polished or blackened armour? How will we know which is an extra point in blunt versus cutting?
  • ShirszaeShirszae Santo Domingo
    From what I understand, the extra points will be completely random and not exactly related with the descriptive words, but with the mastery of the blacksmith.

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • Asmodron said:
    hmmm wonder what forestrals will get. Im thinkiiiing:


    Sentinels: Hunting

    Druids: Meteorology (?)

    Sylvans: Skill to create a walking ent that follows them around and can be imbued with different abilities.

    Hunting would be an awesome skill set.

    - To love another person is to see the face of G/d
    - Let me get my hat and my knife
    - It's your apple, take a bite
    - Don't dream it ... be it


  • TectonTecton The Garden of the Gods
    Laera said:
    So, I read the Announce news for this, and came here. I've been reading through, but I'm not sure it was mentioned. I'm probably being ridiculous, but do Marques count as a trade skill like cooking, jewellery, tailoring, etc? Also, making sure I have this right, if this goes through, we'll be handed back the lessons we spent on the licensed skills and trade skills, and if we bought the license, handed a token to regain it. And possibly getting the licensed skill free(instead of spending an extra 50 cr on buying a slot)? Sorry if all this has been answered and I didn't see it. I just want to make sure I'm understanding what might be happening correctly.

    Nope, seafaring is it's own general skill, so it won't count towards these limits.
  • TectonTecton The Garden of the Gods
    Antonius said:
    Seftin said:
    Thanks for answering the questions, was a bit wound up about it - I definitely agree that other classes have these buffs available so I guess I was a bit tunnel-visioned and didn't look at it from an outside perspective.

    My question below:

    What is going to happen with Handaxes for sentinels?

    At current anything slower than a 242 is pretty much useless from a combat perspective for a large amount of their current tactics, will the new skillset offset this somehow?

    Forged handaxes should end up with standard stats, just like all other weapons, and Sentinel will be balanced around whatever those stats end up being. Artefact handaxes will then have better stats than forged, so they'll always be a better option. No work has been done on Sentinel that I'm aware of, though.

    @Kyrra: Tecton said the token you get in exchange for them would be able to be traded in, but I don't think a price has been given. Hopefully it will be the full 200 credits.

    @Trey: If you're worried about getting a non-decay fullplate after the changes, just go ahead and customise one of your suits - since they'll all end up with the same stats it really doesn't matter what you end up with. You have about a week to write the description and get the whole process finished, that should probably be enough time.

    @Tecton: Is Chivalry still going to have the bonuses to accuracy/damage/speed that it currently does, then? I know you said the Weaponry bonuses would be staying.

    Will it be possible to do a 2:1 trade on artefact weaponry? I have two level two broadswords, would I be able to trade those for a single level three weapon? Not sure what I'll end up doing yet, but that may be something I want to consider. Also, what about refunds for customisations on artefact weapons? I know it's only 50 credits per, but that adds up when you have several of them.
    Re: Chivalry, it currently does, because we haven't changed it yet - we'll probably move that bonus over to weaponmastery for the time being, since knights will now learn chivalry as their third skill. We are brainstorming on some changes to the weaponry skill in the nearish future, so how long the system, as it currently sits, remains to be seen. Re: Artefacts, we can discuss it further, sure - just drop me an email after everything is settled and I'll try to help you out! Re: Customisations, the automated system will give you a figurine to use to customise your weapon when you switch it out. (Family/holiday obligations this weekend have caused some delays in answering - will try to get everyone answered tonight!)
  • TectonTecton The Garden of the Gods
    Ahmet said:
    ALSO, for people who have traits set for gathering skills and such, will we be able to reset our traits (or replace those specific ones)?
    Yeah, this shouldn't be a problem.
  • Rispok said:
    Sarapis said:
    Any questions not directly about the Forging replacement miniskills will have to be answered by Tecton. 
    About how many variations are we looking at for forging? Like, how many types of fullplate could be made, and what do you anticipate the overlap will be between players? How likely do you think people will be to choose the same word combinations?

    Will there be any indication as to which words mean which stats, other than conjecture and practise? I could see serrated being linked with more damage, but what about burnished or polished or blackened armour? How will we know which is an extra point in blunt versus cutting?
    How many variations I don't know offhand specifically for fullplate but it's in the thousands. 
  • TectonTecton The Garden of the Gods
    Antonius said:
    @Tecton: How exactly is gaining weapon proficiencies going to work with Weaponmastery specs? I can think of three potential possibilities:
    1. You don't gain anything when picking a spec, have to pay 100 lessons per proficiency.
    2. You can choose a single proficiency for a weapon available for use with your spec; e.g. you choose the Dual cutting spec, you can pick between the scimitar or battleaxe proficiencies.
    3. You automatically gain all of the necessary proficiencies when choosing a spec; e.g. you choose the Dual cutting spec, you gain both scimitar and battleaxe proficiencies.

    What exactly is going to be done for newbies/non-Trans Knights? Their bashing attack will be gained through Weaponmastery, but it seems like they'll still need to invest in Chivalry to gain the accuracy/damage/speed bonuses associated with it? (I guess this depends on the answer to my earlier question about that.) Seems like those bonuses should really be moved over to Weaponmastery, since it's a bit unintuitive to gain an ability in one skill, but have its effectiveness boosted by lessons invested in another.

    Along those lines, any plans to provide high to-hit weaponry for those individuals? Dual cutting already has shortswords with very high to-hit to alleviate the accuracy issues, but there's nothing similar for any of the others. To remove the need for adding more weapon types, perhaps just add special versions of those weapons for sale at the shop in Delos, with much higher than forged to-hit but reduced damage and speed.
    Yeah, we're planning to add some "training" weapons (similar to what we do with blademaster swords currently).
  • TectonTecton The Garden of the Gods
    Ahmet said:
    Ahmet said:
    @Tecton Since metallurgy is being removed from alchemy, does that mean that we can finally be free of the metal requirements for channeling? So damn annoying to find you've run out of metals and can't channel about.
    Also, will we still have to keep primes on hand for our homunculi?
    Currently, yes - this may change in the future. But for now, we're happy to keep that intertwined with the Alchemist roleplay.
  • TectonTecton The Garden of the Gods

    Daklore said:
    @tecton regarding the flavour-text additions to forging, how exactly will those be determined?

    Will there be an experience bar we can view, or will it all be hidden progress that we can only guess at?

    Will it be an overall weapon/armour forging progress, or a per item progress?

    Are the only text-cosmetics common and bland descriptors, or will this open the door to some exotic weapon "skins" such as maybe, weapons made of ice, or lava, or even living weapons(okay, I personally don't want those, but just because I don't doesn't mean others won't)?

    Will descriptors be able to be combined? Since I don't have any real idea of what will be available, I can't really try and give an example of combining, I guess... but you guys might have an idea where I'm coming from XD

    Will weapons/armour be able to be hued? For instance, maybe I could add some cobalt to my scimitars during forging and they'd come out azure-hued... or maybe some onyx and they'd come out dark. Granted, this doesn't make sense in a real-world sense(get off my back logic, I know it wouldn't work the same!) but there's magic and stuff :pensive: 

    If there is an experience bar for individual items, does this open the possibility of slight variance in weapon/armour stats above the norm if you get it high enough? Let's face it, all weapons and armour being the exact same stats aren't really going to make these tradeskills a profitable venture. Supply is going to quickly exceeed demand, and unless there's some sort of forger's union, prices will eventually fall to nearly commodity investment prices without any form of variance(I do agree that the current gamble system is a complete grumble-fest, though).

    Are there going to be any ability to create custom flavour-text descriptors? Will cities or houses have descriptors that can be applied to weapons/armour?

    If there -is- indeed some form of experience bar for forging, is there -any- chance that existing forgers can or will have some experience in armour/weapon smithing on release based on their current skill level or something? It stands to reason that they wouldn't suddenly forget how to forge...

    I think I ran out of questions, but my curious mind wishes to know!
    1. You'll be able to see your progress to the next tier.
    2. Overall.
    3. They're cosmetic.
    4. Yes, descriptors can be combined.
    5. Yes, hues are in there.
    6. Stats will remain fixed, regardless of rank. We're shortening the overall decay time of weapons and armour though, meaning more business for forgers. Also, many of the high-end descriptors can and will command a pretty penny!
    7. Yes.
  • TectonTecton The Garden of the Gods
    Riashain said:
    Riashain said:
    @Sarapis‌ Can you comment on milking/Loki's Tear? I'm not entirely put out by this, but interested in how that artefact will be handled. I know you mentioned there'd be an update soon-ish. 

    From what I understand, milking is being removed entirely to be replaced with Toxicology, which actually makes the Loki's Tear entirely useless? Is that correct?
    @Tecton‌ tagging you based on Sarapis' response above.
    Loki's tear will work on the new toxicology skill, we're working on those final details atm.
  • And with the Illustrious Tecton available, can we perhaps re-ask about the Multiple Baldric Conundrum?
  • TectonTecton The Garden of the Gods
    Kendrick said:
    And with the Illustrious Tecton available, can we perhaps re-ask about the Multiple Baldric Conundrum?
    Not something we'll be addressing as part of this particular project, but feel free to file an IDEA with the problem, and your proposed solution(s), and we'll take a look as soon as time permits.
  • ShirszaeShirszae Santo Domingo
    @Tecton Is there any possibility scabbards could be made to hold bastard swords? Pretty please? Or somehow make it so that people can choose between baldric and scabbard for their weapons, instead of it depending on weather they are one-handed or two-handed? 

    Thats all I want for this Logosmas  :'(

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • TectonTecton The Garden of the Gods
    Shirszae said:
    @Tecton Is there any possibility scabbards could be made to hold bastard swords? Pretty please? Or somehow make it so that people can choose between baldric and scabbard for their weapons, instead of it depending on weather they are one-handed or two-handed? 

    Thats all I want for this Logosmas  :'(
    Unfortunately, won't be for Logosmas! Please see my answer to the previous post!
  • @Tecton I HAVE A QUESTION!

    Augmenting and Conjuration, will augmenting just be adding stats to armor/weapons or what all does it entail? (Sorry if already asked and I just didn't see) Also, Conjuration is sigils?

    And finally, why didn't you just merge Concoctions and Transmutation into one curing skill? I mean if you are say a Shaman in Eleusis now and one day decide to become an alchemist and take Concoctions things won't they be useless to you or will you still be able to use them?

    TY for answering have Christmas fun!
  • Reading through most of the posts I haven't seen this particular question. Will there be any downside to the progress in forging to reach the next tier as @sarapis mentioned if you only choose one? As e personal preference of mine I'll likely only choose armour forging. This is assuming they're linked somehow, if they're completely separate in their progress, that would mean this won't be a  problem.
  • Kardal said:
    Reading through most of the posts I haven't seen this particular question. Will there be any downside to the progress in forging to reach the next tier as @sarapis mentioned if you only choose one? As e personal preference of mine I'll likely only choose armour forging. This is assuming they're linked somehow, if they're completely separate in their progress, that would mean this won't be a  problem.

    Sarapis said:
    Every adjective you are at 'Master' in is worth cumulative points (the higher the tier of adjective the more points) towards becoming a Grandmaster Blacksmith, and then a Legendary Blacksmith after that. Once you have enough points for Grandmaster Blacksmith your cumulative chance of getting status bonuses on a weapon/armor with adjectives you are at Master in increase by 33%. Once you read Legendary Blacksmith, you get that chance of extra stats on all adjectives, whether you are Master in them or not. (The reduced costs are still reserved for ones you have specifically mastered, however.)
    In other words, you could master every adjective, but you'd be spending the bulk of your time forging relatively worthless armour while having the capability of forging more valuable armour for fewer commodities.
    ~Kresslack's obsession~
  • TectonTecton The Garden of the Gods

    Kardal said:
    Reading through most of the posts I haven't seen this particular question. Will there be any downside to the progress in forging to reach the next tier as @sarapis mentioned if you only choose one? As e personal preference of mine I'll likely only choose armour forging. This is assuming they're linked somehow, if they're completely separate in their progress, that would mean this won't be a  problem.
    No downsides from progressing through, you'll still have access to the descriptors from the earlier tiers. Progress through the tiers is shared between weaponsmithing and armoursmithing, so if you take both and actively use both skills, you'll progress faster than someone with just one, but there's absolutely no need to progress on anyone's schedule but your own!
  • ShirszaeShirszae Santo Domingo
    Tecton said:
    Shirszae said:
    @Tecton Is there any possibility scabbards could be made to hold bastard swords? Pretty please? Or somehow make it so that people can choose between baldric and scabbard for their weapons, instead of it depending on weather they are one-handed or two-handed? 

    Thats all I want for this Logosmas  :'(
    Unfortunately, won't be for Logosmas! Please see my answer to the previous post!
    If there was a heartbroken reaction, it would go right there </3

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • @Tecton: Will 1:1 trades for artefact daggers be on the table or just artefact knight weapons?

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  • @Tecton: Will 1:1 trades for artefact daggers be on the table or just artefact knight weapons?
    No, only Knight weapons.
    ~Kresslack's obsession~
This discussion has been closed.