[DEV] Equipment Changes, July 13
Re: [DEV] Equipment Changes, July 13
I'm not in favor of the 'grandfather clause' in this situation. I believe that the effect of allowing present armor and jewelry to avoid these restrictions has been to make the best crafters and the most powerful guilds horde these items. It has become increasingly difficult to find high q light armor and jewels since the announcement of changes. So the effect here is that present powerful players and powerful guilds will have a large advantage long into the future especially for focus items that run out slowly. New players and small guilds will be at a big disadvantage solely because of the grandfather clause and the hording for a long time. I can see letting people keep a couple of their present sets of armor to smooth the transition, but I think that stockpiling dozens of sets of high quality items will lead to long-lived imbalances.
Re: [DEV] Equipment Changes, July 13
They should have told us all equipment would be changed, even things people already owned.
Then afterwards let those items slide. That way there would have been no hording but people would still be permitted their current stuff.

Then afterwards let those items slide. That way there would have been no hording but people would still be permitted their current stuff.

Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: [DEV] Equipment Changes, July 13
Ditto, biggest mistake with this way too late in the game nerf, is to not make it retroactive. It's a pretty enticing way to recruit new folks... Hey join us... we have 500 sets of jewelry that has no level requirements...riveit wrote:I'm not in favor of the 'grandfather clause' in this situation.
Now back to grinding more gear in case they are not wise enough to implement this right...
Last edited by vguerin on Thu Jul 21, 2005 1:38 am, edited 1 time in total.
Re: [DEV] Equipment Changes, July 13
I never... ever... heard any bigger bulldroppings before in my entire life...borg9 wrote: As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull (Solo is faster, but has greater risk) the 2 player team can stay in the lower regions longer than a solo forager can as the max XP they are aiming for is 1.5k not 2.8k. Crafting - is all about supply, more mats equals faster leveling, this is just fact.
LOL
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Re: [DEV] Equipment Changes, July 13
zippo123 wrote:I never... ever... heard any bigger bulldroppings before in my entire life...
LOL
Have you tried both method?
Re: [DEV] Equipment Changes, July 13
Seems like good changes will give armour and jewel crafters of non uber level some reason and grandfathered stuff should dissapear fairly quick anyway
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Re: [DEV] Equipment Changes, July 13
Originally Posted by borg9
As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull
I do have some alts about the same level ... I'll have to check their xp when teamed.
As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull
1511xp everytime, in Fount (150) and Enchanted Isle (200) for my carebear, who is lvl 55 or so. I get xp based on my level (pulling 180) depending on where I am.zippo123 wrote:I never... ever... heard any bigger bulldroppings before in my entire life... LOL
I do have some alts about the same level ... I'll have to check their xp when teamed.

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Re: [DEV] Equipment Changes, July 13
Did you mean easiest to level or fastest to level?borg9 wrote:Have you tried both method?
Easy in a team ok.. you dont have to pay much attention. But leveling fight/ele is much faster.
I have been in groups where i got 3k xp once every 5-10 seconds.
Digging 1.5k xp at that same level cost me at least 20-30 seconds...
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Re: [DEV] Equipment Changes, July 13
zippo123 wrote:Did you mean easiest to level or fastest to level?
Easy in a team ok.. you dont have to pay much attention. But leveling fight/ele is much faster.
I have been in groups where i got 3k xp once every 5-10 seconds.
Digging 1.5k xp at that same level cost me at least 20-30 seconds...
hehe, easiest - which is why I said ....
"this has got to be one of the easiest to level"
And if you have the mat supply Hvy armour crafting is the fastest skill to level.
@ 9k per craft with a craft time around 2 secs a press!
(9k based on over crafting)
danadita wrote:Originally Posted by borg9
As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull 1511xp everytime, in Fount (150) and Enchanted Isle (200) for my carebear, who is lvl 55 or so. I get xp based on my level (pulling 180) depending on where I am.
I do have some alts about the same level ... I'll have to check their xp when teamed.![]()
Errrr, Nine my full time carer is lvl 159.5 (she has only ever dug solo for the first 10 lvls)
Guess if I had dug solo for the same time period and in zones that matched my level I would have been lvl 250 a long time ago (currently 220.5 getting 900-1511 xp cas I hate having to walk/death taxi to Loria)
However I wouldn't be gettting 26 mats a pull. (would be pulling 30 if the sources had more in them

/On topic
Now its brought up a retropective equipment change would be great, but I guess to implement this would be hard (as items hold there stats even after game functionality changes.... like the crafters name)
I remember I used to dream of owning the next ql up of armour and jewels, in the days when only a select few made the items.
I still have a treasured light armour bit (the only surviving piece) made by Acamp - who at that time swore me to secrecy about having a ql156 light armour

Those days are long gone..... supreme is the standard now, ql250 lights and jewels are common place. Hopefully the restrictions will help give the lower levels another 'reward' for improving their skills.
Had a chat with a good friend last night which I will summaries...
Most things have been done ingame now, there are no suprises left around the corner, well except for skill hidden, its all very routine now.
Last edited by borg9 on Thu Jul 21, 2005 2:52 pm, edited 1 time in total.
Re: [DEV] Equipment Changes, July 13
Stockpiling these items will be a big problem later on as so many have suggested. For example, I was going to spend extra craft sp on other racial HQ heavy armor plans but I invested all sp on full focus bonus...
If possible, how about adding these requirements to items crafted after announcing proposed changes? 90% or more of all good quality LA and jewelry crafted after that has been stockpiled.
On side note, I find it strange that Light and Medium armors have advantage over Heavy armor that high q items can be worn with lower constitution. At low levels this is a real advantage but advantage will be diminished at later levels as items won't get better than q250. Reasons to use certain armor should remain consistent.
If possible, how about adding these requirements to items crafted after announcing proposed changes? 90% or more of all good quality LA and jewelry crafted after that has been stockpiled.
On side note, I find it strange that Light and Medium armors have advantage over Heavy armor that high q items can be worn with lower constitution. At low levels this is a real advantage but advantage will be diminished at later levels as items won't get better than q250. Reasons to use certain armor should remain consistent.
Mikos, Abyss Eye