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Re: [DEV] Equipment Changes, July 13

Posted: Mon Jul 18, 2005 12:33 pm
by borg9
I personally don't see the proposed new restrictions as a nerf.

1. If its not possible to level Harvest without 'high quality level' jewels and Lights ... how did we do it before the crafters could make these items.

2. Its isn't a case of ql250 or nothing there are 25 lvls of quality! Placing a restriction on the wearable ql means that Light armours and jewelers will get requests for armours and jewels of different ql other than the max they can make.

Note ql250 armour (light) provides a max boost of 625 (5x125)
ql250 jewels provide a max boost of 1250 (10x125)

Total add 1875.

So a ql130 set (con 65 for the light and lvl 115 for the jewels)

would provide a boost of 975 (which is a very reasonable boost for a mid level char)


I have a feeling that 'lower level harvesters' have not learned the ways of effective digging that were required in the 'old days' before ql250 stuff was being made and have found themselves using the most powerful stanzas not the best stanzas.

Solo digging in a non-lake land - leaves me with 60% of my focus left on a maximum pull (with my skills) for that region. (I have ql250 stuff and qualify to wear it under the proposed changes, Elem 200+, Harvest 220+, Fight 165+, Craft 200+)



I see this as a positive change for the following reasons:

1. Demand for different ql of light and jewels (like the Hvy armour market)
2. Reduced Super boosting new players - so they don't hit the High level blues as fast.
3. Reduced stats will mean players will have to think more about how they use the skills.

Guess when something is taken away from a play it will always be met with objections about 'its impossible without it!' posts.

I didn't get ql250 equipment till quite late on it not the game and I personally didn't find it effected my game play.

I have yet to meet are harvester that wouldn't love to have 50 more focus, whatever their level.

When it comes to hunting - as long as the tank has enough HP to just survive a special attack and has a good healer in the team (lvl 100+) any additional HPs are just a nice to have.

Re: [DEV] Equipment Changes, July 13

Posted: Mon Jul 18, 2005 12:47 pm
by sprite
borg9 wrote:1. If its not possible to level Harvest without 'high quality level' jewels and Lights ... how did we do it before the crafters could make these items.
Bleh I didn't start lvling my harv until waaaay after the "old days"... Care to teach me how I shoulda done it? :p

Re: [DEV] Equipment Changes, July 13

Posted: Mon Jul 18, 2005 12:59 pm
by sehracii
I've been playing casually around 6 months and am closing in on harvest as my first lvl 200 skill. I've never had a light armor set above Q210, and that was only acquired recently. I have a Q250 focus jewel set I won't use yet, have been saving since lvl 160 as a present for myself when I hit 200. (Yeah, technically I won't meet the new reqs for it, but I'll consider it my reward for saving it so long)

But the other day I heard a new lvl 50ish maybe player requesting Q220+ caster pants in region chat, because it matched the rest of their outfit. And it made me a bit sad. I'm sure they had comparable jewels, and the unrestricted wear has lead to some players just expecting that kind of bonus. Looking at it in that light, I really have a hard time seeing this as a nerf.

I craft Q160 medium armor, and it's hard enough to find people who want a set "that low" because of the con 1.5 requirement. My heart goes out to light armor crafters of anything below Q200. This change will at least help them a little bit and will help low Q jewel crafter sales a lot more too.

At least with HQ medium, I can prey on those who want it for fashion and novelty :D

I do believe there could have been better restriction rules drawn up for the LA, but this is what they're implementing. If this is already coded, just drop in, we can deal. I'd rather see the time and effort go elsewhere. There are plenty of tricks and shortcuts harvesters can use to save focus if they're short a bit, like do some rites and have a two stage dig. The con requirement on LA won't be that much stiffer than other methods they should have used.

And I don't see a problem at all with mages having a harder time ;)

Re: [DEV] Equipment Changes, July 13

Posted: Mon Jul 18, 2005 4:20 pm
by kostika
Others before me have explained why this is good. And I agree. The only thing I'll add is the fact that there should be requirements for Jewelry and LA. Everything else has requirements, why not Jewelry and LA.

My melee lvl is below 100. My Foraging is 176. I can wear Q140 HA. Just because your melee is low doesn't mean you can't wear good armour. It jsut means your Con progresses slower than a Fighter's does.

As long as the LA requirements are tiered in the similiar manner as medium armour is in comparison to HA, then all though be fine.

I'm still not sure what the requirements should be for jewelry. But I'm happy to have them as a jewelry crafter.

Re: [DEV] Equipment Changes, July 13

Posted: Mon Jul 18, 2005 4:36 pm
by riveit
I think it is a very positive change that will increase the value of crafting. I am a level 72 harvester and have never worn more than q130 focus light armor. I can harvest effectively with this gear (so long as I'm not too greedy). Q250 isn't necessary. However, I would have suggested that the light armor be based not just on constitution but rather on (constitution OR dexterity).

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 1:41 am
by aylwyne
I just want to add that I'm very much in favor of having limits to levels of equipment you can equip, no matter the type of equipment. This is for 2 reasons:

1) To keep really low level players from running around with huge boosts that are way out of range of their base stats.

2) To improve the market for lower level crafters.

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 11:02 am
by petej
borg9 wrote:I personally don't see the proposed new restrictions as a nerf.

Its a nerf of pure Mages/Foragers/Crafters in favour of Melees who also Mage/Forage/Craft because Melees can get a higher boost in another branches main stat via the LA

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 12:02 pm
by rushin
why would you base light armor on con? It's primary uses are not melee classes!! at least make it con or int or dex * 2

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 12:59 pm
by pr0ger
rushin wrote:why would you base light armor on con? It's primary uses are not melee classes!! at least make it con or int or dex * 2
constitution is related with HP : pure magician, pure digger and pure crafter can learn it at trainers. I don't see where's the trouble you're mentioning... what ? because you have to also get sap/focus in those skill ? well, a melee have to get stamina either... This fix will balance the gameplay, no doubt about it.

They use constitution since all skills can learn constitution...

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 1:33 pm
by petej
Because the maximum constitution is different for each class at the same lvl (as it should be)