Game Forum / Role Playing Games / EverQuest / September 2005
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.
 Signature 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.
 Signature Graeme Faelban, 70 Shaman, <Sanctuary of Marr>
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