Tradeskill split

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Comments

  • Roselie said:
    When Multiclassing was proposed, I was excited. I have been in other realms where multiclassing was an option - and realms where it was simply necessary to complete the program. I always enjoyed it. I thought it would be fun to have a skillset that my character doesn't have as a Magi.

    I never dreamed that Multiclassing would involve loss of my class skill in order to share it with others, and loss of the tradeskills that I have come to absolutely love.

    If I were going to pick a Magi skill to lose, it would be Crystallism, since most of that is for combat, and not really all that useful to me. I cringe at the thought of gaining another class skill for combat, honestly.  I would rather have the option to keep Enchanting.

    I did the math on the tradeskills - I currently have inkmilling, gathering, tailoring, cooking, and Jewellery. In order to have them again, its going to cost me. I really hope that Tecton and Sarapis will find a way to make it so that those of us who invested a lot of credits and lessons in our skills will not be penalized excessively to get what we currently enjoy back again. I liked the grandfathering idea of letting people that have them, keep them, if that's possible.

    I also hope that if I should decide to forgo a tradeskill that I paid the 200 creds for, that I can get those back as bound credits.

    Thanks to Tecton and Sarapis for their patience.
    Yes to getting licenses back, imo. 

    No to comping people who have 6 tradeskills already. The point is that you shouldn't easily have that many. If everyone can just drop 693 lessons for convenience of brewing your own elixirs then people who actually use it as a trade are disadvantaged. The idea behind a price curve here is that you choose which skills you most want first, and work toward the others later. 

    Class skills are now for combat and utility, not trade. If you don't want your combat skills, trade in half the lessons and spend them on conjuration and augmentation. 
    Btw @Garden, should allow selective 50% refunding of replacement skills if people don't want them, instead of making them quit class and losing more lessons. 


    @Tecton will the ingredients for Toxicology be acquired through Gathering? Might affect their decision to retake the skill. 
    I like my steak like I like my Magic cards: mythic rare.
  • Perhaps you could make it so Oakstone enemies can't use concoctions, or something? Isn't that already pretty close to how it works?
  • TharvisTharvis The Land of Beer and Chocolate!
    Tecton said:
    Kez said:
    Would we be able to forget general and class skills (without forgetting the whole class) to reinvest half those lessons elsewhere, or just trades?
    Just tradeskills at this point in time (unless you're a newbie)!
    @Tecton I'd suggest also allowing this for class skills (for the classes that get their skills changed or re-ordered, like Sarapis mentioned that Chivalry would become the third skill for knights), a one-time free class skills lesson reset, or something
    Aurora says, "Tharvis, why are you always breaking things?!"
    Artemis says, "You are so high maintenance, Tharvis, gosh."
    Tecton says, "It's still your fault, Tharvis."

  • TharvisTharvis The Land of Beer and Chocolate!
    Darklyre said:
    I take it that it's too late to request the one-time complimentary fullplate customization?
    I really hope it isn't, was waiting for the 24th to pop that as a christmas gift to somebody
    Aurora says, "Tharvis, why are you always breaking things?!"
    Artemis says, "You are so high maintenance, Tharvis, gosh."
    Tecton says, "It's still your fault, Tharvis."

  • TharvisTharvis The Land of Beer and Chocolate!
    Tharvis said:
    Darklyre said:
    I take it that it's too late to request the one-time complimentary fullplate customization?
    I really hope it isn't, was waiting for the 24th to pop that as a christmas gift to somebody
    especially noting I had already asked the customization team on the 17th if it was acceptable, they said yes, but didn't mention even a moment that this would be pulled
    Aurora says, "Tharvis, why are you always breaking things?!"
    Artemis says, "You are so high maintenance, Tharvis, gosh."
    Tecton says, "It's still your fault, Tharvis."

  • edited December 2014
    This is a good question... I would hope that initial full-plate customisations would still be complimentary?  I'm forgetting exactly how they said full-plate is going to work, unfortunately (as in I can't remember if I'd even be able to wear it as someone who no longer be "a forger, and not just a forger, but one who specializes in fullplate").  
  • KyrraKyrra Australia
    Jules said:
    This is a good question... I would hope that initial full-plate customisations for knights would still be complimentary?  I'm forgetting exactly how they said full-plate is going to work, unfortunately (as in I can't remember if I'd even be able to wear it as someone who will suddenly be "a forger, and not just a forger, but one who specializes in fullplate").  
    It's only complimentary if you've got a Patron. I had to pay for mine.
    (D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."

  • edited December 2014
    I've been sitting on my customisation for... a few hundred years.  There's a good chance I'll never use it anway.  As excited as I am, I'm glad that some people are carefully watching the RL money aspects of this.  Achaea really does tend to squeeze the player FAR harder than any IRE game, and it's good for the players to be alert to that, although however full-plate gets handled is a much tinier aspect of the cost than what some others have mentioned in the last few pages (making trade skills somewhat like learning languages).
  • edited December 2014
    Jules said:
    This is a good question... I would hope that initial full-plate customisations would still be complimentary?  I'm forgetting exactly how they said full-plate is going to work, unfortunately (as in I can't remember if I'd even be able to wear it as someone who no longer be "a forger, and not just a forger, but one who specializes in fullplate").  
    Tecton said that fullplate will be wearable by any knight regardless of who forged it (replacing fieldplate as standard knight armour), and it will decay normally, with no free customisation or other perks.

    In other words, it will be just the same as any other armour, nothing special about it except that it's the best.
  • Lisbethae said:
    I always thought Druids should be able to get information from the animals and plants. 

    (This non sequitur brought to you by Terrana and her pet lycopod, so throw the blame where it belongs.)
    Hey, it could be cool, and it would fit more in line with being half plant ourselves, being able to tell plants what to do, and it would give us a practical usage for excess sunlight.
  • Shirszae said:
    I don't really see any headache except for the one person that constantly complains about it. Its not like Targossas is the only city that has forestals and alchemists in them.
    LOL, and that would be me... Hey, what can I say I admit to my whining at least...
  • MasarykMasaryk Sangre Plains
    Lisbethae said:
    Tecton said:

    Trey said:
    Rispok said:
    Will it be possible to 'power level' forging by just doing clubs and bucklers? What mechanics can we expect to deter this kind of abuse?
    I forget who, but someone official stated before that clubs are getting buhleeted.
    Yes, clubs are being removed.
    brb, ordering 500 clubs

     ;) 
    Exactly what I was thinking, hahah.



  • Khaibit said:
    @tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    But, I need boots to get waterwalking on, I need gloves to get firelash on, earrings to hearing on, rings to get resistances on, food to stay alive under lvl 80, ring for firelash, basically enchanting seems to be the purpose of them.
  • Achimrst said:
    Khaibit said:
    @tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    But, I need boots to get waterwalking on, I need gloves to get firelash on, earrings to hearing on, rings to get resistances on, food to stay alive under lvl 80, ring for firelash, basically enchanting seems to be the purpose of them.
    But that's the enchantment that's important, and you can still just buy clothes from denizens, same as food. It's only rp that dictates we wear fancy pants clothing made by a tailor or Ironbeard cookies, instead of just buying a bunch of rings, food and clothes from the denizen villages. 


  • edited December 2014
    Khaibit said:
    @tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    Khaibit, I think it's more to do with making your trade actually rare and valuable enough to other players for there to be some profit in that trade.  I'm finding myself wishing that they would maintain flat fees to learn trades, and simply put a hard cap on the number you can learn though.   
  • AchimrstAchimrst Nature
    edited December 2014
    Khaibit said:
    Achimrst said:
    Khaibit said:
    @tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    But, I need boots to get waterwalking on, I need gloves to get firelash on, earrings to hearing on, rings to get resistances on, food to stay alive under lvl 80, ring for firelash, basically enchanting seems to be the purpose of them.
    But that's the enchantment that's important, and you can still just buy clothes from denizens, same as food. It's only rp that dictates we wear fancy pants clothing made by a tailor or Ironbeard cookies, instead of just buying a bunch of rings, food and clothes from the denizen villages. 
    I don't know, I suggest waiting to see what the changes are. Hell maybe they are adding more enchantments for clothing items and jewelry that would be neat.

    Also I don't want to wear denizen clothes, gross.
  • You may have a legit argument there.  If that's how most tailoring/foodie/jewelers feel about it (that they just like making things and don't consider it something that should be an income generator - even if a modest one), hopefully admin will get a pulse on that and act accordingly.
  • Khaibit said:
    Jules said:
    Khaibit said:
    @ tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    Khaibit, I think it's more to do with making your trade actually rare and valuable enough to other players for there to be some profit in that trade.  I'm finding myself wishing that they would maintain flat fees to learn trades, and simply put a hard cap on the number you can learn though.   
    It's going to have quite the opposite effect. People are already planing to buy the concoction type skills in droves.
    Craft skills were never really about making oodles of cash, they are pretty much picked by people who like designing things, rather than people who want to make money. 
    I gotta be honest, I think they should have tried harder to make money if the money/cost is any concern now. If they didn't care about the money, they shouldn't mind the extra cost.

    If you look at your credit/lesson investment in the tradeskills like a loan, then each successive skill you take will take longer to pay itself off.
    At 6000/credit, a 115cr miniskill is about 690,000 gold invested. If you sell a sword and make 1000 profit (I hope you would for something like a sword), you'll make it back in 690 swords. If you make 3000 in profit per sword, you only have to sell 230 swords. Then divide that by the number of swords you sell per Achaean year (4), and you're paid off in 57 years. You make your money back faster if you can sell more weapons per year, but you're also competing with sellers who will try to undercut the prices, the same people who are doing it as a luxury and don't care about their payoff.

    They are probably people who took it as their 3rd, 4th, or 5th skill out of boredom or whatever reason. They're paying a tax to achaea to make up for their probable screwing of the game economy. So long story short, the more you charge other players, the less you're paying Achaea.



    tl;dr - don't undersell and the investments won't be hard on you
    I like my steak like I like my Magic cards: mythic rare.
  • ShirszaeShirszae Santo Domingo
    You are as ridiculous as always

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


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

  • Xith said:
    Khaibit said:
    Jules said:
    Khaibit said:
    @ tecton I can't understand why tailoring/jewellery/cooking are being lumped in the same set as potions, lotions, forging and enchantments. They are not the same thing. No one has ever died due to a lack of a snazzy scarf or pretty bracelet. They are purely an rp thing and have nothing to do with being 'self sufficient' I could walk around butt naked and it wouldn't have any effect on my bashing or pk. Why not just split them so that the crafter skills are not fucked up by wanting to buy the ability to make concoctions?
    Khaibit, I think it's more to do with making your trade actually rare and valuable enough to other players for there to be some profit in that trade.  I'm finding myself wishing that they would maintain flat fees to learn trades, and simply put a hard cap on the number you can learn though.   
    It's going to have quite the opposite effect. People are already planing to buy the concoction type skills in droves.
    Craft skills were never really about making oodles of cash, they are pretty much picked by people who like designing things, rather than people who want to make money. 
    I gotta be honest, I think they should have tried harder to make money if the money/cost is any concern now. If they didn't care about the money, they shouldn't mind the extra cost.

    If you look at your credit/lesson investment in the tradeskills like a loan, then each successive skill you take will take longer to pay itself off.
    At 6000/credit, a 115cr miniskill is about 690,000 gold invested. If you sell a sword and make 1000 profit (I hope you would for something like a sword), you'll make it back in 690 swords. If you make 3000 in profit per sword, you only have to sell 230 swords. Then divide that by the number of swords you sell per Achaean year (4), and you're paid off in 57 years. You make your money back faster if you can sell more weapons per year, but you're also competing with sellers who will try to undercut the prices, the same people who are doing it as a luxury and don't care about their payoff.

    They are probably people who took it as their 3rd, 4th, or 5th skill out of boredom or whatever reason. They're paying a tax to achaea to make up for their probable screwing of the game economy. So long story short, the more you charge other players, the less you're paying Achaea.



    tl;dr - don't undersell and the investments won't be hard on you
    I'm sorry, what? How is tailoring or jewellery or cooking screwing the game economy exactly?
    I am not talking about swords and shit, I am talking about a part of the game that we have already paid 200 credits plus lessons to play, a part of the game that effects no game mechanics at all, and is essentially a gold sink for people who want to make their character look pretty/sparkly/dark and broody, whatever.


  • Khaibit said:
    I'm sorry, what? How is tailoring or jewellery or cooking screwing the game economy exactly?
    I am not talking about swords and shit, I am talking about a part of the game that we have already paid 200 credits plus lessons to play, a part of the game that effects no game mechanics at all, and is essentially a gold sink for people who want to make their character look pretty/sparkly/dark and broody, whatever.
    Yeah, I don't think expecting to make any kind of money off those skills makes any sense. Probably going to work as well as trying to enforce an enchantment treaty now, if your only hope of making money is praying that someone else won't craft the same thing for free or even at cost.

    Given how unessential these skills are, I am also surprised that they are being lumped in with these skills. Any proper min-maxer should dump them and get something that would actually help you. This thread already has had someone mention how they craft these things, put them in shops, and have lost tons of gold. It doesn't really sound like they're in it for the money.
  • Xith said:

    At 6000/credit, a 115cr miniskill is about 690,000 gold invested. If you sell a sword and make 1000 profit (I hope you would for something like a sword), you'll make it back in 690 swords. If you make 3000 in profit per sword, you only have to sell 230 swords. Then divide that by the number of swords you sell per Achaean year (4), and you're paid off in 57 years. You make your money back faster if you can sell more weapons per year, but you're also competing with sellers who will try to undercut the prices, the same people who are doing it as a luxury and don't care about their payoff.

    tl;dr - don't undersell and the investments won't be hard on you
    I have a highly lucrative investment opportunity for you involving a product made in New York.  How familiar are you with bridges?
    ~Kresslack's obsession~
  • edited December 2014
    Tecton said:
    Trey said:
    Rispok said:
    Will it be possible to 'power level' forging by just doing clubs and bucklers? What mechanics can we expect to deter this kind of abuse?
    I forget who, but someone official stated before that clubs are getting buhleeted.
    Yes, clubs are being removed.
    Is there an actual reason for this other than clubs being useless? Because halberds, bardiches, and maces are also useless, because they're far outclassed by other weapons. That could be changed with the new static stats, but the same is true of clubs.

    If there's not some reason that having clubs available is problematic, I think they should stay in, because more options (even useless ones) is nice to have. And at least two people that I know of have spent credits on useless artefact weapons (halberds) just for the flavour.

    I was thinking that clubs could be the shortsword equivalent for dual-blunt knights (really high to-hit for newbies, otherwise not very good).
  • Sena said:
    Tecton said:
    Trey said:
    Rispok said:
    Will it be possible to 'power level' forging by just doing clubs and bucklers? What mechanics can we expect to deter this kind of abuse?
    I forget who, but someone official stated before that clubs are getting buhleeted.
    Yes, clubs are being removed.
    Is there an actual reason for this other than clubs being useless? Because halberds, bardiches, and maces are also useless, because they're far outclassed by other weapons. That could be changed with the new static stats, but the same is true of clubs.

    If there's not some reason that having clubs available is problematic, I think they should stay in, because more options (even useless ones) is nice to have. And at least two people that I know of have spent credits on useless artefact weapons (halberds) just for the flavour.
    I could see Clubs being the high to-hit blunt weapon that Shortswords currently are for cutting. 

    As for halberds and bardiches, we might see them get some respect when Sentinel loses Concoctions, beyond that I don't know.
    ~Kresslack's obsession~
  • edited December 2014
    Lisbethae said:
    When I came into the game, Oakstone had a list of recommended prices and it was what everyone used, because someone had really done their homework. Gradually, with tweaks by the Garden and no updates by Oakstone, it became pretty out of date, but man, it was nice while it lasted.
    People were regularly selling at half Oakstone prices since before Lisbethae was born. Since at least 2004, Oakstone prices were always ridiculously high outside of herb shortages.

    Edit:
    Lisbethae said:
    And Alchemists haven't done the work either, when someone decided that all curatives would be the same freaking price when they don't take the same amount of effort or ingredients. And primes, every transmutation needs sulphur (I'm told) and next to none (I'm told) require salt, but there's salt and sulphur for sale for the same amount because someone was lazy and can't figure out the difference. 
    I did work out the time cost (which is pretty much the only cost) for all the minerals/fluids. Minerals are all pretty similar, and tonics/balms are all identical.

    Different primes/metals being used more does make a slight difference, but only because of rift limits (it's harder to keep full on the more commonly used ones like mercury, so it's a bit less convenient, but the time cost is still the same). The changes to make them have actual scarcity might change that eventually, but so far I haven't seen a difference.
  • AhmetAhmet Wherever I wanna be
    Lisbethae said:
    Xith said:

    tl;dr - don't undersell and the investments won't be hard on you

    It doesn't work that way. I can price my tuns however I want, but I'm not going to do any business if I'm the most expensive tun in town. You can trust me, I have had a little experience in this. You can't make ANY money if you don't sell anything.

    Everytime my sales slow down, I do a city census and rejigger my prices. I try to buy my herbs for 2/3's what I sell them for because with discounts, I normally sell my stuff for 3/4 of what I price it. I do that to encourage young forestals and alchemists. (NOTE: 3/4-2/3 = freakishly little profit. Let's put it this way, for every 100 gold, it's about 15.)

    There are too many newbie forestals who undersell their time and efforts, selling plants as if they were alchemical cures. I've seen so many of them come and go. They burn out. I mean, who wants to spend all day every day in a game doing something boring? And harvesting, even in the most gorgeous of scenery sharing interesting discussions, is boring.

    When I came into the game, Oakstone had a list of recommended prices and it was what everyone used, because someone had really done their homework. Gradually, with tweaks by the Garden and no updates by Oakstone, it became pretty out of date, but man, it was nice while it lasted.

    And Alchemists haven't done the work either, when someone decided that all curatives would be the same freaking price when they don't take the same amount of effort or ingredients. And primes, every transmutation needs sulphur (I'm told) and next to none (I'm told) require salt, but there's salt and sulphur for sale for the same amount because someone was lazy and can't figure out the difference. 

    I would adore some actual research on this. Heck, Lis would help FUND it, I bet, should anyone ask her.
    The only problem with that, is that with the current economy (not taking into account the coming changes) NOBODY would ever sell for more than the current going price (approx 6 per mineral/prime), because there'd always be someone who would remain at 6 per. Its ridiculous that I can spend two hours extracting and transmutating in the lab, only to make about 30k (if that), and that's on bulk minerals like potash without discounts. It's quite disappointing. 
    Huh. Neat.
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