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Tradeskills

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Stimpy - 22 Sep 2005 22:45 GMT
I'm new to the EQ world, starting to play only this year, so I've missed a
lot where the game's development history is concerned. When were tradeskills
raped? For Sony to hardwire financial loss into successful combines is
beyond unreasonable. At least they could be set to break even, especially at
max CHA.
Can someone give me a history lesson here?

Stimpy
Mike W. - 22 Sep 2005 23:20 GMT
> I'm new to the EQ world, starting to play only this year, so I've missed a
> lot where the game's development history is concerned. When were
[quoted text clipped - 6 lines]
>
> Stimpy

It just happened 15 minutes ago. If only you would have started playing
sooner, you could have gotten rich.

Sue the bastards.

Mike W.
Jonathan - 22 Sep 2005 23:39 GMT
> I'm new to the EQ world, starting to play only this year, so I've missed a
> lot where the game's development history is concerned. When were
[quoted text clipped - 4 lines]
> max CHA.
> Can someone give me a history lesson here?

Tradeskills are not meant to be profitable by selling combines to merchants.
Tradeskilled items must be sold to other players to reap financial gains.

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Sinaiel Soulmerchant
Wraith of Misericordia
on Brell Serilis

Larry Lard - 22 Sep 2005 23:45 GMT
> I'm new to the EQ world, starting to play only this year, so I've missed a
> lot where the game's development history is concerned. When were tradeskills
> raped? For Sony to hardwire financial loss into successful combines is
> beyond unreasonable. At least they could be set to break even, especially at
> max CHA.
> Can someone give me a history lesson here?

If it were possible to buy items from NPCs for X, perform a tradeskill
operation, and sell to NPCs for more than X, what do you suppose would
happen to the supply of money in the world?

Tradeskills have always been intended to be net sinks of money. When
the opposite situation arises - veterans will remember pie tins, and
more recently cheese - the term 'economy leak' is used to indicate the
undesirability of the situation, and action is quickly taken to plug
the leak.

So I suppose to use your delightful terminology, tradeskills have
always been raped.

You can read a reasonably complete patch history at Allakhazam.

Signature

Larry Lard
Replies to group please

Prelgor - 22 Sep 2005 23:57 GMT
I can't tell you the history, but this does seem to be a systematic
design decision on their part.  I am vaguely aware of several instances
when vendor prices were changed to prevent making a profit from vendors
on tradeskilling.

Broadly, it can be thought of as a design philosophy.  If you want to
get rich, you need to kill things and loot their corpses.  The
designers don't WANT a viable pathway to untold riches by sitting at
home, sewing quilts or whatever.  They want you to get out there and
beat up on monsters, risking your character's life in the process.

If there were a viable way to make money from vendors by tradeskilling,
some folk would do just that.  For zero risk, you could eventually have
unlimited funds.  Looking to buy a Blade of Carnage (or other uber
item)?  You can either (a) kill the mob that drops it, with a few dozen
of your closest friends, (b) kill LOTS of other mobs, selling scores of
other powerful artifacts, or (c) make 10,000,000 quilts to sell to a
vendor for a tiny profit each.  Someone decided that choice (c) just
isn't what the game is about. :)  I won't do more than mention the
issue of macros or 'bots...
42 - 23 Sep 2005 17:29 GMT
> I can't tell you the history, but this does seem to be a systematic
> design decision on their part.  I am vaguely aware of several instances
[quoted text clipped - 16 lines]
> isn't what the game is about. :)  I won't do more than mention the
> issue of macros or 'bots...

You forgot d) hunt level 1 spiderlings and sell spiderling silk

The interesting thing about d) is that it has zero risk too.
Lance Berg - 24 Sep 2005 01:12 GMT
>>I can't tell you the history, but this does seem to be a systematic
>>design decision on their part.  I am vaguely aware of several instances
[quoted text clipped - 20 lines]
>
> The interesting thing about d) is that it has zero risk too.

If d) is allowed, then tradeskilling is a good way to make money; there
are all sorts of combines which you can sell to players for money.  You
can't make real money selling spiderling silks to vendors.

Also note that spiderling silks are only valuable inasmuch as
tradeskillers want them in order to work on trade skills.  So for d) to
be a viable way to make money, the trade skill system is one on which
you can make money (even if its not by actually having any skill of your
own)
Faned - 23 Sep 2005 03:14 GMT
<jarudorm@cox.net> wrote:
> I'm new to the EQ world, starting to play only this year, so I've missed a
> lot where the game's development history is concerned. When were tradeskills
> raped? For Sony to hardwire financial loss into successful combines is
> beyond unreasonable. At least they could be set to break even, especially at
> max CHA.
> Can someone give me a history lesson here?

In 1999 people got rich selling crafted banded armor.  To players.  Some got
poor selling crafted banded armor.  To merchants.

In 2000, same thing, different crafted items.

In 2001, same thing, different crafted items.

Etc., etc., etc.  Nothing new here.  Been this way since day one.  There
*used* to be a few items that some *minor* profit could be made from.  I
think there was a patch a year or so ago that made that impossible by game
mechanics.  It affected few items, though, because like I said...  since day
one.

It is still quite possible to make a profit from various tradeskills.  But,
since day one, the only way you're getting rich is by selling to players.
If you miss, or misjudge, the market, you lose.
Don Woods - 23 Sep 2005 19:39 GMT
> Etc., etc., etc.  Nothing new here.  Been this way since day one.  There
> *used* to be a few items that some *minor* profit could be made from.  I
> think there was a patch a year or so ago that made that impossible by game
> mechanics.  It affected few items, though, because like I said...  since day
> one.

Yes, there were some items that a minor profit could be made from,
and the devs were concerned that folks like IGE could either write
a bot or (more likely) hire cheap foreign labor to exploit those
items as a cash cow, so they changed it such that no tradeskilled
item sells for more than the cost of the parts.  (It might even be
that nothing sells for more than the sales value of the parts, I'm
not sure.)  If you want to reap profits, make items players want
and sell to them.

The point of selling back to merchants (for things that players don't
especially want) is to recoup most (but never all) of your costs when
training up your level in a tradeskill.  This encourages players to
practice with recipes that are close to their current skill level, so
that they fail less often.  E.g., the pieces for a Golden Peridot
Bracelet (triv 186) cost 21pp, and the bracelet sells back for a shade
over 19pp.  Paying 2pp per practice attempt isn't bad; but on a failure
you lose the full 21 (unless you get lucky with the "salvage" AAs).

The tradeskill that got screwed by this change was Pottery, because most
of its recipes take two steps: make an unfired whatsis, then combine it
with a firing sheet in a kiln.  The unfired items already had next to
zero resale value to NPCs, and they didn't think to change that.  So now,
you combine some expensive ingredients on the potter's wheel and get an
unfired thing that's worthless.  And if you then fire it in a kiln, the
resale value of the final item follows their general rule so it has to be
worth less than the unfired item (plus the firing sheet).  This means
that most pottery practice involves making things and throwing them away,
losing all the money involved whether or not you succeeded.

    -- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 57 on E. Marr       Note: If you reply by mail,
-- Terrwini, Druid 52 on E. Marr       I'll get to it sooner if you
-- Wizbeau, Wizard 36 on E. Marr       remove the "hyphen n s"
-- Teviron, Knight 27 on E. Marr
Mary Poppins - 23 Sep 2005 14:07 GMT
jarudorm@cox.net (Stimpy) wrote in <SBFYe.25226$UI.19247@okepread05>:

>Can someone give me a history lesson here?

In brief Trade Skills in EQ suck as a way of breaking even or making plat.  
The reason is simple, the games design is so "build a bot, please?  We're
begging you to create macros to overcome the tedium!" that anyting that
doesn't involve the chance of your character being smashed in to mush isn't
profitable.

I've always hated that about EQ...  The "bot this" attitude of the devs.
When a simple autofire button on a game pad can advance your character in a
significant way, just remove the skill or ability.
Richard Carpenter - 23 Sep 2005 15:13 GMT
> jarudorm@cox.net (Stimpy) wrote in <SBFYe.25226$UI.19247@okepread05>:
>
[quoted text clipped - 5 lines]
> that anyting that doesn't involve the chance of your character being
> smashed in to mush isn't profitable.

Well, that's quite an over-exaggeration, but it does illustrate a design
decision with which I, for one, agree. Otherwise, money would be coming out
everyone's ears.

> I've always hated that about EQ...  The "bot this" attitude of the
> devs. When a simple autofire button on a game pad can advance your
> character in a significant way, just remove the skill or ability.

Huh. I never much got the idea that they encouraged botting. It always just
seemed more to me like a choice the players made themselves. The macro
system in place seems pretty consistent with most other MMORPG's where
functionality is concerned. In fact, they intentionally prevented recursive
macroing, so I wouldn't say they encourage botting, especially where
tradeskills are concerned.

Signature

Richard Carpenter
"Write something worth reading, or do something worth writing."
                                      -- Benjamin Franklin

Mary Poppins - 23 Sep 2005 16:07 GMT
Rich_Carpenter@spamsuxmsn.com (Richard Carpenter) wrote in
<Xns96DA5DDEFCD9ARichardCarpenterRumb@216.148.227.77>:

>It always just
>seemed more to me like a choice the players made themselves.

Nonsense.
Richard Carpenter - 23 Sep 2005 18:59 GMT
> Rich_Carpenter@spamsuxmsn.com (Richard Carpenter) wrote in
> <Xns96DA5DDEFCD9ARichardCarpenterRumb@216.148.227.77>:
[quoted text clipped - 14 lines]
>
> Nonsense.

< snipped content replaced for clarity >

Well then, since they don't promote, cater to or facilitate it any more
than the average MMORPG, on what do you base your claim that they
encourage botting?

Signature

Richard Carpenter
"Write something worth reading, or do something worth writing."
                                      -- Benjamin Franklin

Faned - 23 Sep 2005 18:04 GMT
<mary@perfect.com> wrote:
> jarudorm@cox.net (Stimpy) wrote in <SBFYe.25226$UI.19247@okepread05>:
>
[quoted text clipped - 5 lines]
> doesn't involve the chance of your character being smashed in to mush isn't
> profitable.

And you feel, for some reason, that if tradeskills were profitable, there
would be less incentive to create macros for it?  I won't say you're wrong.

I'll say you're 100% unquestionably wrong.

Now if you would like to start a different (that is the key word) topic on
the subject of macroing and how to combat it, feel free.  But macroing would
be used with the current implementation whether it was profitable or a money
sink but required.

> I've always hated that about EQ...  The "bot this" attitude of the devs.
> When a simple autofire button on a game pad can advance your character in a
> significant way, just remove the skill or ability.

Give enough time and skill, a bot can be made that plays any game in
existence, in its totality and as good as an average player.  That's a silly
argument.
42 - 23 Sep 2005 20:03 GMT
> <mary@perfect.com> wrote:
> > jarudorm@cox.net (Stimpy) wrote in <SBFYe.25226$UI.19247@okepread05>:
[quoted text clipped - 11 lines]
>
> I'll say you're 100% unquestionably wrong.

I'll go further and say that not only is he 100% unquestionably wrong,
but that the inverse is 100% unquestionably right. If tradeskills were
profitable there would be MORE incentive to create macros for it.

As it is, people macro tradeskills because they want to be able to go
through the work of finding and making high level stuff and macroing can
relieve some of the tedium. But for all that not that many people really
care if they personally can make the items... most of us know someone
who will do the combine for nothing anyways, and be grateful for the
free components and a chance at the skill up.

But if it were profitable, nearly everyone would have incentive... we
ALL have a use for plat to some degree. Whether its loading up tribute,
buying tradeskill components, horses, twink gear, or whatever...

> Now if you would like to start a different (that is the key word) topic on
> the subject of macroing and how to combat it, feel free.  But macroing would
[quoted text clipped - 8 lines]
> existence, in its totality and as good as an average player.  That's a silly
> argument.

That's only theoretically true. The only games that actually have bots
than can play as well as the average player are games with small
accessible problem spaces and simple rulesets (e.g. chess) or the bots
are cheating grossly, outright playing under relaxed rulesets, to keep
up. Most Quake bots for example don't have to have you in their field of
view to "see" you.

While it might be possible that with enough time and skill a bot can be
made to play any game as well as people playing by the same rules as the
people, in practice its not a generally solveable problem... we
apparently don't have enough time or skill to actually do it.

And yes, the devs *are* deliberately ensuring that building useful bots
requires reasonably high amounts of time and skill ... or at least more
than a gamepad with autofire. IMO that's a good thing.
the wharf rat - 23 Sep 2005 21:08 GMT
>up. Most Quake bots for example don't have to have you in their field of
>view to "see" you.

    Unreal bots are pretty good, though.  I wish the EQ mobs
were half as smart.
42 - 23 Sep 2005 22:20 GMT
> >up. Most Quake bots for example don't have to have you in their field of
> >view to "see" you.
>
> Unreal bots are pretty good, though.  

They also have quite a bit more information than the player.

> I wish the EQ mobs
> were half as smart.

No you don't. :)

At level 6 you wander into blackburrow, the first gnoll you swing at
immediately shouts "intruder! intruder!" and a dozen sentries proceed to
pound you into oblivion.

At level 60 you return to blackburrow to farm something or other. Within
2 or 3 minuts the zone is depopped and the gnolls won't set foot in the
zone again until you leave.

You'd still be able to hunt bears I guess.

:p
Palindrome - 23 Sep 2005 20:33 GMT
><mary@perfect.com> wrote:
>> jarudorm@cox.net (Stimpy) wrote in <SBFYe.25226$UI.19247@okepread05>:
[quoted text clipped - 11 lines]
>
>I'll say you're 100% unquestionably wrong.

Aye, we've all seen the ones that got nerfed because people were
macroing thousands of plat.  If there's a way to cash, and it's
possible to macro it - it WILL be.

Palindrome
Richard - 27 Sep 2005 04:04 GMT
> I'm new to the EQ world, starting to play only this year, so I've
> missed a lot where the game's development history is concerned. When
> were tradeskills raped? For Sony to hardwire financial loss into
> successful combines is beyond unreasonable. At least they could be set
> to break even, especially at max CHA.
> Can someone give me a history lesson here?

I'm going to guess EQ1?

Other than when they had a mistake in the prices of something, doing
tradeskills in EQ1 was always a losing proposition money wise, unless you
got into a tradeskill early enough to make the best items before too many
others could make them.  There is still a decent player market for a fair
number of player made items, but, in general, the required skill level to
actually make them with any real chance of success is close to the 300 max,
which is quite expensive to reach in any of the worthwhile tradeskills.

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Graeme Faelban, 70 Shaman, <Sanctuary of Marr>

 
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