Trade-Skills - Are they too set in stone?
Moderators: Active Admins, Active DMs, Forum Moderators
Trade-Skills - Are they too set in stone?
---
I have felt for a while now, especially over the last few years, and with the removal of the ability for us to delevel to lose our trade points that there's been some issue with dealing with things. Arelith is an active server with active development and we've seen relevels and resets for several of our classes to accommodate change.
However there has been a lot of updates to our base crafts which have sort of been divorced from our ability update to changes. Craft skills are often important either as a secondary function of repair or maintenance. But in some cases those who were "masters" of the craft in earlier days with a character may in the current era completely inferior.
Though one can be like "yes, please, roll characters and make new ones" sometimes our plans for characters go on hold. Life gets in the way or maybe we're just not feeling it and we're left with pcs that have outmoded craftskills. Smithing for instance has seen its DCs creep higher and higher.
Or more recipes have been added to previously empty crafts and oft at higher frequencies.
So my general feedback is this:
I don't think there's an effective way currently settle your trade skill. However I also think the old system of "remove your xp and levels to regain tradeskills" was a bit too punishing for something that doesn't hyper advantage you.
---
My two cents in lieu of the suggestion forum is basically this: I think it'd be neat if we could get a VERY HIGH cooldown respec of our craftskill on a PC in lieu of flagging down a DM so it can be autonomous - but done in a way we don't have people flipping between crafts every month. Even something like a "real life year or six months" cooldown between resets would be nice.
Or anytime craft recipes are updated.
Does anyone else have similar ideas? Opposition. I am just curious.
-
- Posts: 137
- Joined: Sun Dec 06, 2015 1:50 am
Re: Trade-Skills - Are they too set in stone?
One of the things I was most excited about for this little holiday of re-levels was getting to fix my horrid spread of Trade Skill Points.
I was disappointed to discover that was not the case and I am indeed stuck with a plethora of points that are doing nothing for me.
Its not the end of the world but I'm unable to interact with a fairly significant mechanic that has otherwise been improved dramatically since when my character first went applied said points.
If there is an easy way for a server wide 'reset' button on Trade Skills like we've had for XP I'd very much be in favor of pushing it.
Re: Trade-Skills - Are they too set in stone?
House Freth: Reference Information
House Claddath: Reference Information
Irongron wrote:To step beyond any threshold, having left that place richer than one found it, is the finest legacy anyone can have.
-
- Posts: 1420
- Joined: Thu Mar 29, 2018 4:55 pm
Re: Trade-Skills - Are they too set in stone?
Re: Trade-Skills - Are they too set in stone?
To change now would be to invalidate the history of the character, warts and all. I realize this might be a minority viewpoint (possibly a minority of one), but having a few points in a trade I rarely use because of something that occurred early in the characters' life makes him feel more 'alive' to me. If I changed it, that story, the small anecdote he occasionally tosses out, would be gone and (I think) he'd be just a little less interesting for it. Then too, those ten points have come in surprisingly handy at times...
I'm willing to sacrifice not being the 'best' at the other things for that. (If more and more recipes with higher and higher DCs get added, though, I reserve the right to change my opinion. )
-
- Posts: 39
- Joined: Wed Feb 20, 2019 11:32 am
Re: Trade-Skills - Are they too set in stone?
"Master craftsmen" NPC trainers IG that will "unlearn" and retrain you but it costs 10,000 a point the first time, 20,000 a point the second...
Re: Trade-Skills - Are they too set in stone?
Re: Trade-Skills - Are they too set in stone?
Not everything has to be a gold sink. This is also just another bonus to factions able to churn out heaps of cash that could then easily "pivot" their business model without much drawback.Floral Shoppe wrote: ↑Fri Jun 04, 2021 1:57 amCould be an opportunity for a gold sink?
"Master craftsmen" NPC trainers IG that will "unlearn" and retrain you but it costs 10,000 a point the first time, 20,000 a point the second...
Just make it a thing you can do once per character.
House Freth: Reference Information
House Claddath: Reference Information
Irongron wrote:To step beyond any threshold, having left that place richer than one found it, is the finest legacy anyone can have.
Re: Trade-Skills - Are they too set in stone?
Use twice to confirm. It removes all of your skill points and allows you to respec.
RP only starts at 30 if you're a coward.
Guide to RP: https://www.youtube.com/watch?v=zZK2325DLsE
-
- Arelith Platinum Supporter
- Posts: 232
- Joined: Tue Sep 16, 2014 2:41 am
Re: Trade-Skills - Are they too set in stone?
Crafting an Ashwood Longbow requires 600 crafting points.
In order to even begin crafting the bow itself however, you first need to craft a multitude of other items that total over 500 CPs, and over 110 individual materials.
So for ONE bow you are looking at 1100+ crafting points across 3 separate trade skills. Not only that, but your individual character would not be able to maximize carpentry and also have enough CPs in the two additional trades to craft everything you need. This means the individual is forced to seek help from other sources, even as a master carpenter/archer. In the end, you produce a bow that gives a MINIMAL boost over its next most powerful variant.
Meanwhile, one of the best weapons in the game - The Dwarven Rune Axe - Requires only 284 CPs with about an additional 21 materials (one of which is just a scroll you can buy anywhere) and THREE additional crafting points to make 287.
This is almost SIX TIMES LESS effort required, all of which can be done by the smith alone.
As another example, a masterly damask longsword requires 543 CPs + 11 from just 41 extra materials. So again, we are looking at less than half the required compared to an Ashwood bow, all of which can be done by one smith without sourcing outside assistance.
This seems unbalanced to me. And the Ashwood bow requirements are totally excessive.
Re: Trade-Skills - Are they too set in stone?
This is by design. A 'rebalance' may well take the form of making other items harder to craft individually instead.Glowing Mushroom wrote: ↑Fri Jun 04, 2021 4:50 amThis means the individual is forced to seek help from other sources, even as a master carpenter/archer.
House Freth: Reference Information
House Claddath: Reference Information
Irongron wrote:To step beyond any threshold, having left that place richer than one found it, is the finest legacy anyone can have.
-
- Arelith Platinum Supporter
- Posts: 232
- Joined: Tue Sep 16, 2014 2:41 am
Re: Trade-Skills - Are they too set in stone?
Right, but by comparison making a melee weapon does NOT require seeking others to help them, even for some of the best ones you can make. How come it's so easy for a smith to make some of the best weapons without seeking help, but an archer has to do more work multiple times over and seek outside sources?Kuma wrote: ↑Fri Jun 04, 2021 5:02 amThis is by design. A 'rebalance' may well take the form of making other items harder to craft individually instead.Glowing Mushroom wrote: ↑Fri Jun 04, 2021 4:50 amThis means the individual is forced to seek help from other sources, even as a master carpenter/archer.
Re: Trade-Skills - Are they too set in stone?
It doesn't even need to be a complete, full reset. Being able to shift 2, 5 or 10 spent tradeskill points to another craft every week would do the trick, to signify the slow process of retraining.
A full reset obviously makes it faster. 6 month CD sounds fair. Once-in-a-lifetime... not so much. Sometimes we shelve characters and come back to them later. Would suck if your only opportunity was already spent.
Re: Trade-Skills - Are they too set in stone?
I have so many trade points regrets.
I exist to describe the world around us.
Akorae
Xifali'ae - Sleeping with the fishies
Keth'ym Evanara - wandering better paths
Veriel Xyrdan - married and happy
Reena Welkins - Dead
Discord: eighra
-
- Posts: 1420
- Joined: Thu Mar 29, 2018 4:55 pm
Re: Trade-Skills - Are they too set in stone?
-
- Posts: 148
- Joined: Thu Jun 25, 2020 8:14 pm
Re: Trade-Skills - Are they too set in stone?
Re: Trade-Skills - Are they too set in stone?
-
- Arelith Gold Supporter
- Posts: 72
- Joined: Sun Oct 28, 2018 3:03 pm
Re: Trade-Skills - Are they too set in stone?
Instead, some way in-game to alter your craft points.
The only other choice right now is to make a new character.
Even if it's slow (one point per day), that's much more RP-centric.
Played: Peruruo Longbean, Spring Cobb, Purple (disguised), Ke Rilyn'ervs, Tern Cooper
Playing: Az'alva Sh'yalva
-
- Posts: 1047
- Joined: Thu Jan 17, 2019 10:14 am
Re: Trade-Skills - Are they too set in stone?
Anyways, now that my tangent is over, while I don't hate the idea in theory I think in practice anything that might keep players who might otherwise get bored keeping to the characters that makes everyone else bored is a bad thing.
-
- Posts: 922
- Joined: Mon Feb 10, 2020 11:37 pm