Olan2005-08-15 06:31:20
I think the secondary trade idea is not a bad one. It would make the characters seem more multidimensional and release some of the market pressure from shortages of certain trades.
Some skills might have to be moved around so that the arbitrary line (master? adept?) doesn't leave some skills lame and others obviously good choices. But I don't know, maybe they're already balanced. No idea.
Oh, and Yay libraries! This sounds like a GREAT system. Kudos!
Some skills might have to be moved around so that the arbitrary line (master? adept?) doesn't leave some skills lame and others obviously good choices. But I don't know, maybe they're already balanced. No idea.
Oh, and Yay libraries! This sounds like a GREAT system. Kudos!
Sylphas2005-08-15 06:39:13
Heh. Master Alchemy gets you bromide, health, mana, quicksilver, sanguine, choleric, fire, frost, liniment, sulfur, salt. That's the only one I can see being too powerful at Master.
Richter2005-08-15 06:47:45
QUOTE(Shorlen @ Aug 14 2005, 08:47 PM)
1,000,000 less gold?
166735
1,150,000. I give my merchants a room for each trade.
And I'd love to be able to have more than one skillset. I'd like to think that if I can learn all those common skills, I'm smart enough to learn how to pick some herbs or something.
Vix2005-08-15 06:54:30
The admin are obviously releasing more trades so they can milk more money off of Richter.
Kidding of course.
Kidding of course.
Richter2005-08-15 07:00:44
It cost me $70 for the cartel and the new room. The people who are transing it from scratch are spending about $120, if they're buying ooc.
I still want to learn herbs though!
I still want to learn herbs though!
Athana2005-08-15 07:17:36
QUOTE(Quidgyboo @ Aug 14 2005, 09:40 PM)
don't allow Alchemy and Enchanting to go together, etc.
166764
That wouldn't be possible since a person cannot ever be part of both a city and a commune.
Ceres2005-08-15 07:25:20
You need nature to take alchemy, which means you can't take highmagic which you need for enchanting.
Terenas2005-08-15 07:25:42
It's more impossible because you would need Highmagic for Enchanting and Lowmagic for Alchemy at the same time.
Ialie2005-08-15 07:38:24
*grumble* I had to go in to work before I could see what was going on.
Eyod2005-08-15 13:30:34
i'd like being able to take a second complimentary skill that
can only be trained to a certain level, what I think would
be truly interesting is if a combiantion of these skills
gave access to skill not available to either alone.
Say taking forging as prime and poison as secondary
allows you to create weapons souly for the purpose
of delivering poison, while taking Poison as prime
and forging as secondary would let you create the poisons
for these weapons. just an example.
can only be trained to a certain level, what I think would
be truly interesting is if a combiantion of these skills
gave access to skill not available to either alone.
Say taking forging as prime and poison as secondary
allows you to create weapons souly for the purpose
of delivering poison, while taking Poison as prime
and forging as secondary would let you create the poisons
for these weapons. just an example.
Unknown2005-08-15 15:49:53
I like how we are only able to get one tradeskill. But, then again, I'm just selfish. If I were the only trans alchemist/enchanter/etc, I'll get all the business
:cackles:
:cackles:
Bau2005-08-16 12:02:23
A second, if only minor, tradeskill would certainly help some people out. I wouldn't mind it myself, though I am happy with tailoring. Some skills needs the boost of being able to learn something else, *point poisons* whether it's because it's just not popular, or it's just too hard to even attempt to make money without a shop.
Not that I really remember the good old days of not owning a shop. It's been a hella long time.
Not that I really remember the good old days of not owning a shop. It's been a hella long time.
Unknown2005-08-16 12:06:31
It might be a good idea.
I'd like to see being able to take more than 1 tradeskill if the user doesn't belong to a guild and has no specilized guild skills.
That makes more sense, since a "civilian" would have more time to learn more stuff.
I'd like to see being able to take more than 1 tradeskill if the user doesn't belong to a guild and has no specilized guild skills.
That makes more sense, since a "civilian" would have more time to learn more stuff.
Soll2005-08-16 12:15:23
Vesar2005-08-17 01:00:07
Two ideas here:
1) I like Ialie's idea of a complimentary tradeskill, but perhaps allow use to choose which skills we could learn? I don't even know if that makes sense or is possible, but I kind of like it.
2) Create a merchant archtype. Little to no combat skills, affliated with any city/commune, and give them the options of learning multiple tradeskills. If people pick this up, then that would solve some of the current problems with finding the person with the skills you need.
1) I like Ialie's idea of a complimentary tradeskill, but perhaps allow use to choose which skills we could learn? I don't even know if that makes sense or is possible, but I kind of like it.
2) Create a merchant archtype. Little to no combat skills, affliated with any city/commune, and give them the options of learning multiple tradeskills. If people pick this up, then that would solve some of the current problems with finding the person with the skills you need.
Unknown2005-08-17 07:38:35
Alright, here's my two cents:
After taking a trade skill, you can select certain tradeskills as a secondary tradeskill. These are limited versions of the original skill, but only take 75% of the normal amount of lessons to transcend it.
Cooking - No herofete, no infusions, no fortification, etc. Basic designs.
Tailoring - Clothes don't last as long, no Splenda robes, no proofing, no mending.
Jewelry - No gemcutting, no fascination gem, no repairs.
Forging - Unable to take as a secondary tradeskill.
Enchantment - Unable to take as a secondary tradeskill.
Alchemy - Unable to take as a secondary tradeskill.
Herbs - Only prime plane herbs, no other benefits.
Poisons - Only extract 80% of the normal amount of poison, only extractable from prime and lower planar creatures, no immunity.
Artisan - No chandeliers, thrones, chests, boxes, or locks, no prized furniture.
Bookbinding - No MagicTome, no other languages than the ones you already know, only healing scroll.
After taking a trade skill, you can select certain tradeskills as a secondary tradeskill. These are limited versions of the original skill, but only take 75% of the normal amount of lessons to transcend it.
Cooking - No herofete, no infusions, no fortification, etc. Basic designs.
Tailoring - Clothes don't last as long, no Splenda robes, no proofing, no mending.
Jewelry - No gemcutting, no fascination gem, no repairs.
Forging - Unable to take as a secondary tradeskill.
Enchantment - Unable to take as a secondary tradeskill.
Alchemy - Unable to take as a secondary tradeskill.
Herbs - Only prime plane herbs, no other benefits.
Poisons - Only extract 80% of the normal amount of poison, only extractable from prime and lower planar creatures, no immunity.
Artisan - No chandeliers, thrones, chests, boxes, or locks, no prized furniture.
Bookbinding - No MagicTome, no other languages than the ones you already know, only healing scroll.
Terenas2005-08-17 07:49:37
I like the ideas of certain trades that can only be taken as primary. But for simplicity's sake, why not just make it so you can't get past a certain skillrank in the second trade?
Gregori2005-08-17 08:59:16
If you want to take a secondary, just make it so you can trans, but you don't get the trans skill benefit. There is no point in saying let's take secondary skillsets so more trades are filled and then making them useless to take anyways.
Alger2005-08-17 09:22:35
The trades are really profitible now in my opinion. With astral gone its actually the main source of income for most people which is good because I think thats also a means for better gold circulation. Secondary tradeskills would be a step back from that though as people will become less dependant on each other. Also I see little need to increase profit potential of people and as for the lack of people with certain trade skills just give the rest of lusternia a chance to get farther in their trades, since a lot of us havent had the opportunity to devolop it so much yet.
That being said i think the tradeskills need a bit more balancing though. Not combat wise but profitability wise, some are just harder to work with like poisons (though i understand that could change in the future by the adding of a new set or soemthing). Also smiths seem to be making very little gold as well because the quality of their work is hard to control (though i've sold a total of 3 rapiers for a total of 80 credits and i'm not even a smith, so maybe not).
That being said i think the tradeskills need a bit more balancing though. Not combat wise but profitability wise, some are just harder to work with like poisons (though i understand that could change in the future by the adding of a new set or soemthing). Also smiths seem to be making very little gold as well because the quality of their work is hard to control (though i've sold a total of 3 rapiers for a total of 80 credits and i'm not even a smith, so maybe not).
Thorgal2005-08-17 10:56:39
We don't need a secondary tradeskill, the more different tradeskills there are, the less people that have the same tradeskill, hence they make more profit.
It's all good.
It's all good.