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Old 12-10-2006, 08:08 PM   #11 (permalink)
Lyxson Shadow`Forg
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Re: Should Tradeskillers be required to be Adventurers also

They've really worked hard to make each sphere independent from the other, but you won't be the best you can be unless you use all three. It was stated in that 24 page discussion on crafting in the official forums (clicky) that the best items in the game would be crafted with items that were ultra-rare raid drops. The info might be outdated and changed though. You don't have to be an adventurer to harvest, you just have to be talented at moving around.
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Old 12-12-2006, 08:44 PM   #12 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

Lyxson is a very smart man! he is my frog brother in Everquest 2!!! Well said Lyx.... but i think having to craft the best items is horribly gay... that means in order to win the prize u will hav to be tradeskilling to max lvl so that you can make the item and ppl that dont tradeskill dont get the best gear?? that is wack! i would prefer good raid drops for gear... but i dont care if tradeskillers adventure or not...
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Old 12-13-2006, 12:19 AM   #13 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

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Lyxson is a very smart man! he is my frog brother in Everquest 2!!! Well said Lyx.... but i think having to craft the best items is horribly gay... that means in order to win the prize u will hav to be tradeskilling to max lvl so that you can make the item and ppl that dont tradeskill dont get the best gear?? that is wack! i would prefer good raid drops for gear... but i dont care if tradeskillers adventure or not...
No, that makes great sense. And no, you don't have to be a great tradeskiller. Just have someone who is make the item. Not having the best items as crafted items killed the crafters in SWG when they changed it so the best items were quest items or drops. It makes it so the adventurers and the crafters rely on each other and that to me is good game mechanics.
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Old 12-13-2006, 05:57 PM   #14 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

Well Said feds.
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Old 12-13-2006, 08:01 PM   #15 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

imo, you shouldnt have to adventure if you dont want to.

i believe i read this in a crafting write up somewhere...prolly tentonhammer but im not sure. What i remember is that crafters will get workorders and will get the materials for said workorder, then when they craft the item they take it back and get xp's for the crafting and the turn in, it also said that crafting a non workorder does NOT give crafting xp's, thats what i remember, ill have a look for the writeup.

EDIT: lol, its the one linked in this thread

Last edited by Iendan : 12-13-2006 at 09:01 PM.
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Old 12-27-2006, 06:49 AM   #16 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

There is no way that anyone should be forced to even pick up a sword. I really hope that we don't start off with a sword and have to bash our way to town before we can start with the real game - crafting and diplomacy.

I can only hope though that there are enough interesting things to do in town, and that it is easy enough to get between the main towns without getting hurt.

I for one, will not be adventuring. Diplomacy is hard enough, let alone also with a demanding hobby like alchemy. How would I find time to study offensive magic or swordplay?
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Old 01-03-2007, 12:09 AM   #17 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

If I had a wish here then Vanguard has or will add enough questing and even group content for both crafters and politicians. While the adventurer is off doing their quests the crafter/ diplo would be doing the quests they get and I aggree they should get "harvesting" skills as well and need to use them. In short I would love to see a " sphere" for each that is as fully loaded with content as the rest of the game. I would prefer a dedicated "sphere" and not have it as something regular classes can do. Maybe some general stuff for regular classes an outfitter and maybe resource collection as general. Guess I sorta liked the way eq 2 handled it. Some players should be able to log on and create just a crafter and poli if that is all they really want to play and still have a full game in front of them. Plus be needed on raids so they can " get out" now and then.
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Old 01-03-2007, 02:07 AM   #18 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

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Not that I don't agree with you, but how would you go about doing that? I can see questing for strange recipies and such, but that'd pretty much require adventuring to get the information.
Indigo? Indigo?? My dear girl, you're not only inexperienced, you're naive. The city's coffers don't open for even the masters without good reason. Do you even know when the dog star rises? or when the summer's heat ruins the conchylian? No? Then I'm certain you can find an astronomer you could bother as easily as you could us. Don't bother Mellik - he's surprisingly fast with that staff, in spite of his age. Perhaps you could glean some knowledge of madder or lichen purple from one of his journeymen, should you get on their good side. Novices...pff.
~~~
Now, this <thwack> - THIS is a blade. Just the thing for those what try to shake you down on the road to Khal. And I knows the man that makes em. Won't talk to you though - he don't approve of our kind. Me friend tried to learn the alloys but got sick o' fetching water for those bloody rich Qaliathari. But I knows the secret - it's not the ore. There, see that hammer work there? Best tools in Qalia that is.
~~~

I'm hoping there are quite a number of crafting quests and factions to be earned for all the facets of crafting. I'm not particularly interested in going out and hitting things (the wear and tear on the robe is terrible) but exploration is lovely (boats..splendid!). And I'm sure diplomacy will come into play in the course of crafting as well - a small emolument to the proper authorities, perhaps, just for a bit of information on the best city locations from which to sell one's wares.
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Old 01-03-2007, 11:22 AM   #19 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

Pel's 2 Cents

well as far as diplomats go, i dont think they should have anything to do with adventuring, the only way i could see them intersecting at all is, well... i would imagine a thug would need some power to pummel people lol..

Crafting? i think if you want to go out and harvest your gonna need to do some adventureing so you wond get creamed by monsters out there, if not, you can always buy from the market... unless they did something so that lvling crafting lowers your aggro to monsters so you wont get attacked... but that doesnt really make any sense.

in summary i think it would be cool if they were all indipendent and had their own quests and whatnot. i hated how in WoW you couldent lvl your crafting past a certain point w/o lvling up your char... lame!
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Old 01-03-2007, 03:15 PM   #20 (permalink)
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Re: Should Tradeskillers be required to be Adventurers also

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Originally Posted by Doddy Curumehtar View Post
There is no way that anyone should be forced to even pick up a sword. I really hope that we don't start off with a sword and have to bash our way to town before we can start with the real game - crafting and diplomacy.

I can only hope though that there are enough interesting things to do in town, and that it is easy enough to get between the main towns without getting hurt.

I for one, will not be adventuring. Diplomacy is hard enough, let alone also with a demanding hobby like alchemy. How would I find time to study offensive magic or swordplay?
I imagine you could pick up a thing or two from your escort while traveling.
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