Trade system quirks

Discussion among the various craftsmen and artisans of Dasaria about their trade.

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Timothy Ashton
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Post by Timothy Ashton »

In this instance, of providing supplies to others.....i don't QUITE think it'll work well

Now..obviously, when someone STARTS at..say..Armorcrafting, having the molds at 1 gold each is sensible.

At 10th level.....having the molds at one gold each is not sensible.


Why bother waiting arond for a tinker to make 200 for you, when you can simply sit back and read a book while occasionally tapping the mouse button for two minutes....?
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Inahnia
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Post by Inahnia »

Here's a strange thing that happened tonight. Cat has been progressing well in tailoring...finally managed to cure a couple of deer hides instead of just badgers. But, when they showed up in her inventory, they are listed as "unidentified miscellaneous" cured hides. So... they can't be made into leather because they are not recognized as any type of cured hide at all . :cry:

Also...finally succeeded in making a badger pouch...and find out that it is a totally useless item...wont hold anything at all. :?
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LoFang
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Post by LoFang »

Inahnia wrote:Also...finally succeeded in making a badger pouch...and find out that it is a totally useless item...wont hold anything at all. :?
Perhaps they only hold badgers.
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Sol Ano
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Post by Sol Ano »

Banarak-Seraphina wrote:
Inahnia wrote:Also...finally succeeded in making a badger pouch...and find out that it is a totally useless item...wont hold anything at all. :?
Perhaps they only hold badgers.
Or mushrooms?

Sorry, couldn't resist... :lol:
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Deldor Vilo
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Post by Deldor Vilo »

Inahnia wrote:Also...finally succeeded in making a badger pouch...and find out that it is a totally useless item...wont hold anything at all. :?

The Badger pouches are useable by enchanters for makeing elemental bags.
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Post by GM Joker »

They are also usable in another tailoring recipe.. Keep exploring the options! :wink:
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Inahnia
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Post by Inahnia »

Hah. I did find what the pouches are for. :) Now I just need ettercap silk..
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Post by Sally Adams »

I wonder - given all the player characters trying at every trade, should the ingredient items be still available at the traders? It seems there is hardly a shortage of other players that would be able to provide the needy ones with particular necessities.

I was rather put down when noticing all the molds at the smith - it takes some time for a player to make them, and it seems all of it is worth a mere gold coin...

There's a few tinkerers about, now, so even tool availability is not an issue. Granted, it would require players to work with others, but wasn't that the idea in the first place?

On a side note, it seems all the skins have the same degree of difficulty when prepared into leathers (similar thing with the various molds). Shouldn't they be sequenced in raising difficulty? That would *require* people to make at least a few of them (raising availability of premade ingredients on the server) as well as, hopefully, raising the difficulty bar on creating end items themselves - I was rather disappointed when I ended up mass-producing +1 bows at third level of wood crafting. After the period of no enchanted items, it came a bit as a shock to see how easy to obtain they are again...

Mind, I do think the trading system is a marvelous contraption. It's just that certain parts of it, I believe, still need some tweaks and adjustments.

Preferably the proliferation of magic equipment will be stimmied at the source :wink:

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Namtar
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Post by Namtar »

Not sure if this is meant to be set this way but smelting of any helms when using metals above and including platinum returns no ingots - no failure message just no ingots. Also if you fail to make helms with some metals you get every ingot back as a mangled ingot and can smelt it and retry therefore after a while you will always succeed...

On a more general side - love the trades have found that although I seem so far to be quite self sufficient other trades are totally dependant on each other (have no doubt mine will be later) the only part that I'm not so sure on is the xp - it seems a little on the high side specially as you get the xp not just in trades but in your normal xp as well. I suspect I'm not alone in managing to level up whilst doing the trades.
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Trinny
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Post by Trinny »

A bit of a wierd one, depending on how you see it,

Should a mage be able to blast chunks of mineable ore from the rock?


'Cos they can. A message say's 'maineable rocs are resistant to magic' or some such, but it is possible to obtain useable amounts of ore doing it.
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Sally Adams
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Post by Sally Adams »

Actually, I came in to report that it's possible to obtain wood from trees by blasting them with flame strike, call lightning, and ice storm (and probably any spell with high enough damage treshold - I had to twice cast call lightning to obtain a branch when the numbers came out low)...

Hah! Why bother with the time-consuming resource gathering using brute strength (*snicker in direction of all the non-magic classes*) when you can blast the damn things to pieces and pick up the ones you're interested in within mere seconds? :twisted:

Definitely something to change, though.
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Jimmy
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Post by Jimmy »

Sally Adams wrote:Actually, I came in to report that it's possible to obtain wood from trees by blasting them with flame strike, call lightning, and ice storm (and probably any spell with high enough damage treshold - I had to twice cast call lightning to obtain a branch when the numbers came out low)...

Hah! Why bother with the time-consuming resource gathering using brute strength (*snicker in direction of all the non-magic classes*) when you can blast the damn things to pieces and pick up the ones you're interested in within mere seconds? :twisted:

Definitely something to change, though.
That's always been the case. Chain lighting does a good job though :twisted:
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Namtar
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Post by Namtar »

Couple of quirks in armouring.. chain should be a/c 5 with max dex bonus of 2 - in trades it's a/c 4 and max dex of 4 -
Platinum Jutter helm is actully a spike helm.
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