If I throw enough money at it can I learn all the trade-skills?
It's technically possible, but not something we're really pushing anyone to do! Personally I see additional tradeskills as just something that you might throw some lessons in if you have some laying around from say, Iron Elite, or some other windfall.
@Tecton Any chance you've got a more exact date and/or time estimate you could give us?
I was originally hoping this week, but with the tweaks and changes it
might be next (especially with holiday commitments this week and such),
but will definitely all be live before 2015.
Anyway, @Tecton I did have a question that might fit nicely in the update. Where do the Toxicology ingredients come from? Gathering or also from minerals? Or are they self-contained within Toxicology?
Synthesis, Harvesting, Inkmilling.
So if you take toxicology you are either having spend a ton on those other miniskills, or relying on others to get you ingredients? So are other trade skills this reliant? If not that is rather unfair imo.
Anyway, @Tecton I did have a question that might fit nicely in the update. Where do the Toxicology ingredients come from? Gathering or also from minerals? Or are they self-contained within Toxicology?
Synthesis, Harvesting, Inkmilling.
So if you take toxicology you are either having spend a ton on those other miniskills, or relying on others to get you ingredients? So are other trade skills this reliant? If not that is rather unfair imo.
There's an "or" in there, not all "and"! Yes, there is some inter-reliance on other skills, this applies to many of the other new skills too! It all ties back into the desire to keep that interpersonal contact and a bustling economy, you don't personally need to learn all of the miniskills, you can always buy reagents from another player who has it.
If I throw enough money at it can I learn all the trade-skills?
It's technically possible, but not something we're really pushing anyone to do! Personally I see additional tradeskills as just something that you might throw some lessons in if you have some laying around from say, Iron Elite, or some other windfall.
Speaking of the custom designs in tailoring and adding more flavor to the game, can we expect to see anything in the future for containers like backpacks and pouches, or even with sheathes and scabbards?
... Even is this was tied into armorsmithing or weaponsmithing for sheathes and scabbards?
@Tecton, regarding the changes to concoctions/transmutations, does that mean that the tonics/potions will be combined into one item that could be made from either plants or rocks? ie health vs health/vitality
(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."
Hammer of Forging: 100% trade-in. We'll handle this automatically, since they'll no longer offer any benefit after the change.
Gloves of Harvesting/Extraction (will work with harvesting/extraction) Loki's Tear (will work with toxicology) Medallion of Enchantment (will work with augmentation/conjuration) Gold-inlaid Mill (will work with inkmilling) Butcher's Cleaver (will worth with gathering) Portable Anvil (will work with armour/weaponsmithing):
All of the above artefacts will have 100% trade-in if purchased within the past 6 RL months. To request the 100% trade-in, please email artefacts@achaea.com.
Just so we're absolutely 100% clear on this -- 100% trade-in means 400 credits on the HoF, yes?
Because as I read it, 100% trade-in is 100% of trade in value (266cr).
"You have to learn the rules of the game. And then you have to play better than anyone else."
@Tecton, regarding the changes to concoctions/transmutations, does that mean that the tonics/potions will be combined into one item that could be made from either plants or rocks? ie health vs health/vitality
Hammer of Forging: 100% trade-in. We'll handle this automatically, since they'll no longer offer any benefit after the change.
Gloves of Harvesting/Extraction (will work with harvesting/extraction) Loki's Tear (will work with toxicology) Medallion of Enchantment (will work with augmentation/conjuration) Gold-inlaid Mill (will work with inkmilling) Butcher's Cleaver (will worth with gathering) Portable Anvil (will work with armour/weaponsmithing):
All of the above artefacts will have 100% trade-in if purchased within the past 6 RL months. To request the 100% trade-in, please email artefacts@achaea.com.
Just so we're absolutely 100% clear on this -- 100% trade-in means 400 credits on the HoF, yes?
Because as I read it, 100% trade-in is 100% of trade in value (266cr).
Speaking of the custom designs in tailoring and adding more flavor to the game, can we expect to see anything in the future for containers like backpacks and pouches, or even with sheathes and scabbards?
Nothing that's on the cards at the moment, but that's not to say it's never going to happen!
Speaking of the custom designs in tailoring and adding more flavor to the game, can we expect to see anything in the future for containers like backpacks and pouches, or even with sheathes and scabbards?
Nothing that's on the cards at the moment, but that's not to say it's never going to happen!
Then for Logosmas 2015, may I suggest....bartending permits! Just kidding. Sort of. Okay, I'm not all but I am so happy with the updates you provided. Thank you for clarifying! I'm really excited about these changes.
Speaking of the custom designs in tailoring and adding more flavor to the game, can we expect to see anything in the future for containers like backpacks and pouches, or even with sheathes and scabbards?
Nothing that's on the cards at the moment, but that's not to say it's never going to happen!
Then for Logosmas 2015, may I suggest....bartending permits! Just kidding. Sort of. Okay, I'm not all but I am so happy with the updates you provided. Thank you for clarifying! I'm really excited about these changes.
I think the Achaean Staff will all need a drink before this update gets finished. They might want a real bartender!
Speaking of the custom designs in tailoring and adding more flavor to the game, can we expect to see anything in the future for containers like backpacks and pouches, or even with sheathes and scabbards?
Nothing that's on the cards at the moment, but that's not to say it's never going to happen!
Then for Logosmas 2015, may I suggest....bartending permits! Just kidding. Sort of. Okay, I'm not all but I am so happy with the updates you provided. Thank you for clarifying! I'm really excited about these changes.
So if you take toxicology you are either having spend a ton on those other miniskills, or relying on others to get you ingredients? So are other trade skills this reliant? If not that is rather unfair imo.
Inkmilling depends entirely on gathering for ingredients, and cooking relies heavily on gathering as well. Concoctions+transmutation (not sure what the new combined version will be called) relies on harvesting or synthesis. I imagine forging could easily have some interactions added as well, such as using extra ingredients from other tradeskills for certain adjectives (inks for different colours for example).
@Tecton Any chance you've got a more exact date and/or time estimate you could give us?
I was originally hoping this week, but with the tweaks and changes it might be next (especially with holiday commitments this week and such), but will definitely all be live before 2015.
That, sir, is quite the opposite of "more exact."
More precise than "when it's ready" or "soon", that's for sure!
Soon™
I am retired and log into the forums maybe once every 2 months. It was a good 20 years, live your best lives, friends.
I understand what you're saying. We get to create custom patterns that we envision. We have the unique opportunity to truly add things to the flavor of the game. But these original trade skills also have downfalls.
One thing that I feel has happened in the years since I became a tailor/jeweller/cook though is the cost of creating and maintaining patterns has become really prohibitive to making any thing off the skillsets whatsoever. 200 credits for a license, all the lessons to trans it, all the comms to make the items, and then the cost of creating, submitting and maintaining those patterns doesn't equal the proofreading services we're offered that help manage the system, especially when there are routine complaints about how patterns are handled, questions about style that keep coming up, and general snark coming out of the Craft Guild at times.
No, what I'm saying is that you get one-on-one admin attention and that that admin attention is the only reason those skills exist. Without that one-on-one admin attention, there is no way for those skills to exist and still stop some of the ridiculous things that get submitted from getting through and out into the player population.
It's not a proofreading service - it's an approval process that includes proofreading - and the system doesn't even come close to paying for the admin time involved. If we were pricing admin time such that the system actually pays for it, we'd be charging you at least 10 credits per submitted design for that process, just for the admin time involved, plus the comms, etc.
We charge 50 credits to customize a single item because of the one-on-one admin attention, by way of comparison.
So if you take toxicology you are either having spend a ton on those other miniskills, or relying on others to get you ingredients? So are other trade skills this reliant? If not that is rather unfair imo.
Inkmilling depends entirely on gathering for ingredients, and cooking relies heavily on gathering as well. Concoctions+transmutation (not sure what the new combined version will be called) relies on harvesting or synthesis. I imagine forging could easily have some interactions added as well, such as using extra ingredients from other tradeskills for certain adjectives (inks for different colours for example).
And if some trade skill items/services require ingredients that are harder to obtain or found across multiple trades, you can bet that the supply of said items/services will be small, making it more likely that you can set your own price.
I see this as nothing but a good thing: If you want to be one of a thousand people pumping out curatives, you can take one trade skill, but if you want to be the one guy in the realms producing Prefarar (protip: I don't actually know if that's high up in Venoms), you have to nut up a bit.
Also, if the new system forces people to buy low-tier commodities to complete high-tier items, that moves money around and creates added value. Nothing unfair about that.
Will there be a need for both concoctions and transmutation following this change? To be honest, no! Some very good points were raised in regards to skill duplication, so we're going to combine concoctions and transmutation into a single tradeskill that will make the same concocted remedies from either plants or minerals. Curative herbs and minerals will still exist as distinct items, but the remedies made from them will be standardised. So a health elixir could be made from valerian, goldenseal, ginseng, and myrrh, or from mercury, copper, and gold.
The above has me absolutely excited no matter how things roll out, seriously.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
Does this mean we can expect the removal of the Alchemist class entirely?
Nope, just a way to reduce the complexity of combat accessibility! You'll be able to tell someone to SIP HEALTH or APPLY EPIDERMAL, and it'll work regardless of if they've got concoction or transmutation-based cures.
Hello again @Tecton In all of this I forgot to ask about a question related to runelore. With everything being standardized I wonder how Lagul, Lagua, Laguz, Gebu, Gebo will work on armour and weapons, and the 4th rune for weapons. From what I remember being said to me during the test server days, it's not going to effect stats anymore. Since everything is going to have the same values I don't mind much, but since those are some of the more useful things in runelore I hope they'll do something of equal value.
All of this is great for game play, but I'm honestly concerned about the effects on RP.
Concoctions are so much part of being a druid, that this move makes for a complete destruction of even the base motives for playing a druid. The impact on the Druids house has me deeply concerned for it's continued existence.
The introduction of Alchemy, destroyed the only mechanic forestalls had for protecting Nature, which was the denial of produce from Nature. Now, allowing anyone to basically grab what ever they want as far as plants are concerned, just destroys the concept of Druid completely. Effectively forcing a re-definition of what it means to be a Druid in Achaea.
I get the impression that players are effectively being forced to play characters that are combat centric.
From an in-character perspective, the gods are basically hanging around and shouting: "Fight! Fight! Fight!" while there are existing characters and players that have zero interest in combat.
Think carefully on this!
How would it effect a new player, when they can't earn an income with their class skills?
What effect would it have on players who simply can not afford to purchase credits in order to gain trade skill slots?
You can compensate a player with lessons and credits to replace things that are no longer relevant. But how do you compensate that player for the effective destruction of character motivation? How do you compensate a player, for what could amount to years of RL character building effort, around an old game mechanic?
Comments
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Even is this was tied into armorsmithing or weaponsmithing for sheathes and scabbards?
@Tecton
Because as I read it, 100% trade-in is 100% of trade in value (266cr).
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
You'll get 100% of the purchase price, yes.
Album of Bluef during her time in Achaea
It's not a proofreading service - it's an approval process that includes proofreading - and the system doesn't even come close to paying for the admin time involved. If we were pricing admin time such that the system actually pays for it, we'd be charging you at least 10 credits per submitted design for that process, just for the admin time involved, plus the comms, etc.
We charge 50 credits to customize a single item because of the one-on-one admin attention, by way of comparison.
I see this as nothing but a good thing: If you want to be one of a thousand people pumping out curatives, you can take one trade skill, but if you want to be the one guy in the realms producing Prefarar (protip: I don't actually know if that's high up in Venoms), you have to nut up a bit.
Also, if the new system forces people to buy low-tier commodities to complete high-tier items, that moves money around and creates added value. Nothing unfair about that.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Concoctions are so much part of being a druid, that this move makes for a complete destruction of even the base motives for playing a druid. The impact on the Druids house has me deeply concerned for it's continued existence.
The introduction of Alchemy, destroyed the only mechanic forestalls had for protecting Nature, which was the denial of produce from Nature. Now, allowing anyone to basically grab what ever they want as far as plants are concerned, just destroys the concept of Druid completely. Effectively forcing a re-definition of what it means to be a Druid in Achaea.
I get the impression that players are effectively being forced to play characters that are combat centric.
From an in-character perspective, the gods are basically hanging around and shouting: "Fight! Fight! Fight!" while there are existing characters and players that have zero interest in combat.
Think carefully on this!
How would it effect a new player, when they can't earn an income with their class skills?
What effect would it have on players who simply can not afford to purchase credits in order to gain trade skill slots?
You can compensate a player with lessons and credits to replace things that are no longer relevant. But how do you compensate that player for the effective destruction of character motivation? How do you compensate a player, for what could amount to years of RL character building effort, around an old game mechanic?