Tradeskills that involve design submission (Cooking, Jewellery, and Tailoring) will still require the purchase of a license. Existing licenses will be converted into "crafting license tokens" which can be redeemed after the change occurs. They can be redeemed for the same license(s) you previously owned, or a different one.
For those who have all three, and they decide to only to get back say Jewellery. What happens with the other license tokens? Will those have a trade in value or can they be given to another player if you wish?
They will have a trade-in value.
Oh, that would be nice and dynamic, May. Imagine people trading those tokens like Mayan Crowns.
Tradeskills that involve design submission (Cooking, Jewellery, and Tailoring) will still require the purchase of a license. Existing licenses will be converted into "crafting license tokens" which can be redeemed after the change occurs. They can be redeemed for the same license(s) you previously owned, or a different one.
For those who have all three, and they decide to only to get back say Jewellery. What happens with the other license tokens? Will those have a trade in value or can they be given to another player if you wish?
They will have a trade-in value.
Curiously, will it be full tradein value (200 credits), or partial? I'm not sold on what I'll do yet by far, but I've been following very closely and considering options!
Also, thank you for all these changes. I know people are lashing back and being irritated, but I think for the long-run this will make the game better, and hopefully with a more stable market. It's also wonderful you're considering the (admittedly very harsh from some people) feedback to try and make things work for people. This is a massive undertaking, but I think it'll help the game wonderfully once things smooth out.
So major kudos!
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
Any news on how weapon runes work now since we know they no longer give stat bonuses?
You'll know next week!
I had a similar question that maybe you could answer - is Eihwaz going to be fixed with the weapon rune changes?
I don't see any bugs in the system about it?
I was told awhile back that server-side would cure Eihwaz-hidden afflictions, which effectively makes hiding afflictions via Eihwaz pointless. Maybe I was misinformed, sorry!
Thank you @Tecton for answering! I know your really busy.
I'm actually really excited about the coming up changes... just crying a little on inside from losing what I've already worked hard to gain, however I can do it again.. even if it takes me a while. I think over all this will be really great change to the game!
Any news on how weapon runes work now since we know they no longer give stat bonuses?
You'll know next week!
I had a similar question that maybe you could answer - is Eihwaz going to be fixed with the weapon rune changes?
I don't see any bugs in the system about it?
I was told awhile back that server-side would cure Eihwaz-hidden afflictions, which effectively makes hiding afflictions via Eihwaz pointless. Maybe I was misinformed, sorry!
Also, will this change the nature of affliction inducing substances away
from the strictly liquid (venom) variety, to include powders and rubs? I
ask because with it moving out of the Serpent realm exclusively, it
opens up the potential for variety in how they're applied (e.g. throwing
the crushed powder of some poisonous root up into the air of a room,
where anyone in the room breathes it in and becomes afflicted, or
throwing the powder into your opponent's face directly, etc).
Also, will this change the nature of affliction inducing substances away
from the strictly liquid (venom) variety, to include powders and rubs? I
ask because with it moving out of the Serpent realm exclusively, it
opens up the potential for variety in how they're applied (e.g. throwing
the crushed powder of some poisonous root up into the air of a room,
where anyone in the room breathes it in and becomes afflicted, or
throwing the powder into your opponent's face directly, etc).
Opens up the possibility, but not something we're looking at doing as part of this change, sorry!
Any news on how weapon runes work now since we know they no longer give stat bonuses?
You'll know next week!
I had a similar question that maybe you could answer - is Eihwaz going to be fixed with the weapon rune changes?
I don't see any bugs in the system about it?
I was told awhile back that server-side would cure Eihwaz-hidden afflictions, which effectively makes hiding afflictions via Eihwaz pointless. Maybe I was misinformed, sorry!
File a BUG and we'll check it out ASAP!
I believe this was already fixed actually if i remember right. Not that i ever use it
so I got enchantment, tailoring, jewellery, inkmilling, cooking, gathering all trans. How many additional lessons/credits am I gonna have to spend to have my character's skills remain as I liked them?
So it'll cost you about 5050 lessons (did that math in my head, kick me if I'm wrong) plus 250 credits, which at a credit conversion rate of 8.5:1 comes out to about 850 credits to have things back where you had them.
You redeem your licenses, getting three slots free for them (as mentioned will hopefully be happening in a post before), and then you put in lessons, coming to a total of... 4157 lessons which means you will have to spend about an additional 2079 lessons at this point. Then 100 credits to gain your enchanting back as it's split in to two skills. 2079 for the first, 3119 for the second, coming to an additional 5198 lessons. Add that to the 2079 from before, you get 7277. Break that into credits, 1213 plus the 100 for permits, you are looking at an additional 1313 credits to get back to where you were in trade skills.
If I'm doing this right, I will need to pay about $300 in credits to remain at the same skill level I am currently. (trans in one class skill that is turning to 2 trades, and trans in 5 trades) Is that about right?
I read the last 6 pages of this and am VERY thankful to learn that @Tecton and @Sarapis are considering some alternatives to forcing players who have had these skills for a RL decade to shell out hundreds of dollars at Christmastime to regain the abilities they had and made consistent use of in the game. I'm very excited to see how this progresses and hope they'll be an Announce and forum update made when solutions are finalized.
I saw it asked, but didn't see if it answered: If we have weaponry proficiencies we'll get a token, but what if we don't want any proficiencies anymore for whatever reason; will we be able to trade these back? Thanks in advance to whoever may have caught this response and shares it.
Also, will this change the nature of affliction inducing substances away
from the strictly liquid (venom) variety, to include powders and rubs? I
ask because with it moving out of the Serpent realm exclusively, it
opens up the potential for variety in how they're applied (e.g. throwing
the crushed powder of some poisonous root up into the air of a room,
where anyone in the room breathes it in and becomes afflicted, or
throwing the powder into your opponent's face directly, etc).
Venoms by definition are applied venously. This is why you can quaff a vial of voyria but a single drop in a wound will kill you in 30s
Any news on how weapon runes work now since we know they no longer give stat bonuses?
You'll know next week!
I had a similar question that maybe you could answer - is Eihwaz going to be fixed with the weapon rune changes?
I don't see any bugs in the system about it?
I was told awhile back that server-side would cure Eihwaz-hidden afflictions, which effectively makes hiding afflictions via Eihwaz pointless. Maybe I was misinformed, sorry!
File a BUG and we'll check it out ASAP!
I believe this was already fixed actually if i remember right. Not that i ever use it
E: It's not in the log, but other venom combinations were being cured in a similar manner - the identity of the venom wasn't hidden in the apply message.
Also, will this change the nature of affliction inducing substances away
from the strictly liquid (venom) variety, to include powders and rubs? I
ask because with it moving out of the Serpent realm exclusively, it
opens up the potential for variety in how they're applied (e.g. throwing
the crushed powder of some poisonous root up into the air of a room,
where anyone in the room breathes it in and becomes afflicted, or
throwing the powder into your opponent's face directly, etc).
Venoms by definition are applied venously. This is why you can quaff a vial of voyria but a single drop in a wound will kill you in 30s
Yes, however, with the introduction of Toxiology, this essentially indicates that Toxins will not have to strictly work the same way (i.e. they don't have to be limited to application the way venoms are; they can include delivery via respiratory system, or be rubbed upon a weapon as a type of balm-like substance).
They'll naturally have the same effect, but it opens, as Tecton mentioned, the possibility for different methods of application other than standard use of requiring vials of venoms to apply something to a weapon.
One more quick question that I couldn't find the answer to (or may have overlooked - sorry if this is a repeat): What happens to the tattoo spots on the back? Players who had trans inkmilling relied on those. Some people may even have artifact tattoos on them.
After having read all of this, I don't believe this was asked, so I'll go ahead and drop it in.
Since synthesis and transmutation will be getting their own tradeskill designations, what will become of extraction and metallurgy within the Alchemy skillset? Will it be replaced/adjusted with something new or do you plan to simply remove it?
Here is my question: So I am now required to learn weaponmastery or I will not be able to do much in combat, right?
My issue is that I spent many credits in general skills I would not have...knowing that I must learn weaponmastery. Now I gotta get another 1700 lessons (300cr) for combat?
Weaponmastery will be the primary combat skill for knights, yes. We should be able to help people in this situation out when the time comes to cut over.
But this is the same situation I'm in. Before, there was no point in purchasing a Soulpiercer for bard, so I purchased other artifacts instead. Now, due to the changes, I will need one to stay top tier competitive, but I can't afford it because I spent my credits on other things, like a Thoth's fang.
Whatever skills those knights spent credits on instead of forging aren't changing. But the changes make a different way of spending their credits necessary.
One more quick question that I couldn't find the answer to (or may have overlooked - sorry if this is a repeat): What happens to the tattoo spots on the back? Players who had trans inkmilling relied on those. Some people may even have artifact tattoos on them.
@bluef Canvas will be moved to tattoos, T said that a few posts back
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."
One more quick question that I couldn't find the answer to (or may have overlooked - sorry if this is a repeat): What happens to the tattoo spots on the back? Players who had trans inkmilling relied on those. Some people may even have artifact tattoos on them.
@bluef Canvas will be moved to tattoos, T said that a few posts back
I too am interested in knowing whether weapon proficiency tokens will have a trade-in value. And before I say anything else, let me take a moment to thank everyone from Achaea who works to make it new and exciting not only for those of us here, but also for new players who come into the game as well.
If you want to give the players of Achaea a real Christmas gift, then please for the love of peace on earth and goodwill to men consider grandfathering in those who already might have learned multiple mini-skills and trade skills (i.e. inkmilling, gathering, cooking, tailoring, and jewellery). This is a wonderful opportunity going forward, but making a global change that affects that any players seems more like a punishment to be dreaded than something over which a lot of people are excited.
I know that no one intentionally meant it this way, and that it's hard seeing things from a player perspective when you're not a player on a daily basis, but asking dedicated players to potentially spend hundreds of dollars just looks like a gift to the Achaea admins who get paychecks.
After having read all of this, I don't believe this was asked, so I'll go ahead and drop it in.
Since synthesis and transmutation will be getting their own tradeskill designations, what will become of extraction and metallurgy within the Alchemy skillset? Will it be replaced/adjusted with something new or do you plan to simply remove it?
It was answered in the OP, Extraction goes into one mini-skill, Metallurgy into another.
I don't believe there has to be an adjustment to Alchemy to compensate for this, as Extraction/Metallurgy had no combat consequences and thus the skills don't need a combat buff.
I do believe that non-comm Alchemists should get a lesson refund rather than a straight transfer into their new third skillset, as they'd probably rather drop the lessons into the new mini-skills.
I have a talisman of enchantment, but it's not clear to me that, under this new regime, I'll want to relearn the two tradeskills that would make it have continuing use. Will you offer a 100% refund on that and other artefacts that are tied to what will now be tradeskills?
If this is already asked and answered I'm sorry in advance. What about the hammer of forging? Since all stats will remain the same, will it only halve forging time? Or will it do something else aditionally? Wondering if I should trade it in. Especially since I bought it a while ago, I won't get a full value refund.
If this is already asked and answered I'm sorry in advance. What about the hammer of forging? Since all stats will remain the same, will it only halve forging time? Or will it do something else aditionally? Wondering if I should trade it in. Especially since I bought it a while ago, I won't get a full value refund.
Hang on to it until the changes go through, they might decide to offer a 100% refund based on the feedback in this thread.
If this is already asked and answered I'm sorry in advance. What about the hammer of forging? Since all stats will remain the same, will it only halve forging time? Or will it do something else aditionally? Wondering if I should trade it in. Especially since I bought it a while ago, I won't get a full value refund.
Hang on to it until the changes go through, they might decide to offer a 100% refund based on the feedback in this thread.
True, might as well wait, I'll find out sooner or later.
I have a talisman of enchantment, but it's not clear to me that, under this new regime, I'll want to relearn the two tradeskills that would make it have continuing use. Will you offer a 100% refund on that and other artefacts that are tied to what will now be tradeskills?
Tecton stated earlier that a full list of what gets refunded will be up next week. They're still considering what all gets refunded and the window you'd have to be in (originally you would have had to have bought the artefact, like the hammer, in the last 4 irl months, but this is being reconsidered, so we won't know the full details until they release the list).
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
Its possible I missed an answer to this but what happens with tattoos on the back from inkmilling? One of my back tattoos is an artifact one, do I just loose it entirely or is it moving to another skill?
And damn, I think my forging hammer is 5-6 months old. You should totally extend the time frame a bit hehe.
Its possible I missed an answer to this but what happens with tattoos on the back from inkmilling? One of my back tattoos is an artifact one, do I just loose it entirely or is it moving to another skill?
That was answered half a dozen posts ago right on this page!
One more quick question that I couldn't find the answer to (or may have overlooked - sorry if this is a repeat): What happens to the tattoo spots on the back? Players who had trans inkmilling relied on those. Some people may even have artifact tattoos on them.
@bluef Canvas will be moved to tattoos, T said that a few posts back
Thanks - I totally missed it somehow!
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
Personally, as a trans concoctions druid I would rather have the lessons back than have the new skill transed. I'm not a combatant and never have been I would prefer to put those lessons towards the new Harvesting/concoctions skills than have a new combat skill. Is there any way that can be made an option?
Comments
Also, thank you for all these changes. I know people are lashing back and being irritated, but I think for the long-run this will make the game better, and hopefully with a more stable market. It's also wonderful you're considering the (admittedly very harsh from some people) feedback to try and make things work for people. This is a massive undertaking, but I think it'll help the game wonderfully once things smooth out.
So major kudos!
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
I'm actually really excited about the coming up changes... just crying a little on inside from losing what I've already worked hard to gain, however I can do it again.. even if it takes me a while. I think over all this will be really great change to the game!
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
I read the last 6 pages of this and am VERY thankful to learn that @Tecton and @Sarapis are considering some alternatives to forcing players who have had these skills for a RL decade to shell out hundreds of dollars at Christmastime to regain the abilities they had and made consistent use of in the game. I'm very excited to see how this progresses and hope they'll be an Announce and forum update made when solutions are finalized.
I saw it asked, but didn't see if it answered: If we have weaponry proficiencies we'll get a token, but what if we don't want any proficiencies anymore for whatever reason; will we be able to trade these back? Thanks in advance to whoever may have caught this response and shares it.
Album of Bluef during her time in Achaea
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Nope
E: It's not in the log, but other venom combinations were being cured in a similar manner - the identity of the venom wasn't hidden in the apply message.
Yes, however, with the introduction of Toxiology, this essentially indicates that Toxins will not have to strictly work the same way (i.e. they don't have to be limited to application the way venoms are; they can include delivery via respiratory system, or be rubbed upon a weapon as a type of balm-like substance).
They'll naturally have the same effect, but it opens, as Tecton mentioned, the possibility for different methods of application other than standard use of requiring vials of venoms to apply something to a weapon.
Album of Bluef during her time in Achaea
After having read all of this, I don't believe this was asked, so I'll go ahead and drop it in.
Since synthesis and transmutation will be getting their own tradeskill designations, what will become of extraction and metallurgy within the Alchemy skillset? Will it be replaced/adjusted with something new or do you plan to simply remove it?
I take commissions.
But this is the same situation I'm in. Before, there was no point in purchasing a Soulpiercer for bard, so I purchased other artifacts instead. Now, due to the changes, I will need one to stay top tier competitive, but I can't afford it because I spent my credits on other things, like a Thoth's fang.
Whatever skills those knights spent credits on instead of forging aren't changing. But the changes make a different way of spending their credits necessary.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Album of Bluef during her time in Achaea
If you want to give the players of Achaea a real Christmas gift, then please for the love of peace on earth and goodwill to men consider grandfathering in those who already might have learned multiple mini-skills and trade skills (i.e. inkmilling, gathering, cooking, tailoring, and jewellery). This is a wonderful opportunity going forward, but making a global change that affects that any players seems more like a punishment to be dreaded than something over which a lot of people are excited.
I know that no one intentionally meant it this way, and that it's hard seeing things from a player perspective when you're not a player on a daily basis, but asking dedicated players to potentially spend hundreds of dollars just looks like a gift to the Achaea admins who get paychecks.
I don't believe there has to be an adjustment to Alchemy to compensate for this, as Extraction/Metallurgy had no combat consequences and thus the skills don't need a combat buff.
I do believe that non-comm Alchemists should get a lesson refund rather than a straight transfer into their new third skillset, as they'd probably rather drop the lessons into the new mini-skills.
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
And damn, I think my forging hammer is 5-6 months old. You should totally extend the time frame a bit hehe.
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