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#11 (permalink) |
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Senior Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
I think you know there is a problem with crafting XP ratio when people are refusing to take the time to do real orders because it will rob them of a couple triple-XP work orders. When there is that much worth placed on bonus crafting XP, it can only tell you that gaining XP the regular way is far too tedious.
I'll stand by my opinion that we should remove crafting XP all together. I thought that was the whole point of having a system of crafting skill-points. Isn't that what those are supposed to represent? Seems very redundant, and basically just a reason to add more grind wherever possible. Heck, remove skill points then and just keep the XP system, you only need one. Its not like you'll find two different Tailors with two different sets of maxed out skills, so "customization" isn't really an argument here.
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My Sig Image: Hath rid itself of these mortal coils. |
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#12 (permalink) | |
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Staff
Wiki Administrator
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Re: 3x Crafting Weekend shows an apparent problem with the system
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#13 (permalink) |
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Senior Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
You're mistaking what I wrote for something else. By no means did I imply that crafters must make items for every player that asks whenever they want. I am saying that when virtually every crafter is placing more worth on XP than on anything else, something's up.
It would be the same issue if they gave 3x Adventuring XP, but only if you're soloing, and then people refusing to group for the entire duration simply because they'd be missing out on the XP.
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My Sig Image: Hath rid itself of these mortal coils. |
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#14 (permalink) | |
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Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
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The difference is that with multiplied AXP, you get the most benefit from grouping in dungeons. There is no grouping or helping other people out when it comes to multiplied CXP in crafting - its all about me, myself, and I as the best way to advance. That's where the core problem is. If you stop to do something other than a work order, you lose out on CXP. Some of the crafting quests you can do solo, but others need items from other people - if those people made those items, they'd lose out on CXP for themselves. |
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#15 (permalink) | |
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Senior Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
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My Sig Image: Hath rid itself of these mortal coils. |
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#16 (permalink) | |
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Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
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In EQ2 you did infact get xp for crafting the same item more than once. You wouldnt get bonus XP two times (only given once for the standard and pristine items) But xp was awarded for making the same thing over and over (at least until you out leveled the item.) The XP usually came in around 3% per even item and 6% for a even con pristine item the first time you craft it. (Persentages baised on having vitality for your crafting session. Vitality was a earn over time value giving double xp for a set duration until it was consumed.) So in "general" you could expect to level every 33(ish) even con items. Just trying to help. ![]()
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Tybr~ Du un to udders befor day du un to yous. Last edited by Tybr : 03-20-2007 at 12:10 AM. |
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#18 (permalink) | |
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Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
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Tybr~ Du un to udders befor day du un to yous. |
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#20 (permalink) |
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Senior Member
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Re: 3x Crafting Weekend shows an apparent problem with the system
Yes, I'm a Carpenter. That's one of the reasons why I see such a problem with this behavior.
This is precisely the problem I am talking about, which was revealed by the 3x CXP bonus.
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