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Old 10-11-2011, 10:40 AM
Baruuk
Sarnak
 
Join Date: Aug 2005
Posts: 64
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Thanks for your replies guys. Randymarsh - I'm assuming if I modify the tradeskills.cpp I'll need to recompile, correct? No biggie - just curious.

I do have to say that Bodi has given me an idea - a takeaway from EQ2 in a way... If you could detect a player's skill level (50, 100, etc) in a particular tradeskill in Perl, you could set up these "work orders" based on player skill, and then make milestone quests that would reward them for their accomplishment - a cloak, a ring, etc - perhaps with a tradeskill mod on the item. That right there might be more enriching that simply making it faster.

One of the bigger things I've been wrestling with is deciding how to structure armor tiers. I've currently employed Defiant drops for lvls 1-70 - a 30% drop rate on the low end stuff (lvls 1-5) just to get folks going and then a 4% drop rate on lvls 6-70. My goal is for Defiant to be a "gap fill" armor set that folks can get randomly while hunting and to create market for that gear. However, I would like to have other tier'ed sets starting at lvl 20 and then progressively at lvls 40, 60, etc. Obviously this could easily be done with quests (got fetch item x, y, z) as many other servers do. However, I thought it might be interesting to utilize tradeskills for one or more of these armor sets - sets that would be a tad better than droppable or questable ones, as a reward for the hassle of doing the tradeskill. Perhaps a clicky effect or 2nd mod effects.

I digress, but just wanted to get feedback - this is why I was asking about tradeskills.

Thanks again.
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