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Old July 11th, 2008, 12:29 PM     Famine is offline   #1
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Funcom Tradeskill and Resource Update

Greets!

Twicer had posted about Tradeskill Fixes in the Works last week and now has a new update for us below!



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Tradeskill and Resource Update
By: Twicer

Greetings again!

The Resource and Building team have been working hard lately on a number of fixes to the tradeskills, resource playfields and massive pvp, and I thought it would be fair to give out a status update.

First off - we have been fixing a lot of the collision bugs inherent in the world and unfortunately that has taken a lot longer than we anticipated and that has been our first priority together with fixing various hand-in bugs for the resource gathering quests.

Now, as far as status goes, let me explain that any patch we get out of the production office is held on our testlive servers for a week of testing before it goes out and in order for testlive to work as intended, we patch to testlive once per week. Essentially this means that if a bug is fixed it takes two weeks until it reaches live.

I would also like to point to my first post, where I say "Most of these changes we aim to have ready within a few weeks.". While we did get the alchemists cache and a number of hand-in bugfixes done, a lot of you are certainly wondering when all the promised things are coming, and that's why I'm writing this, so here goes:

Rare resources seemingly not dropping

The rare resources that comes from harvesting (for instance Tin and Feldspar) have a 1% droprate from the nodes. They also have a chance on dropping from the random encounters that interrupt harvesting. This won't change and it does work. I realize that the droprate seems low but datamining shows the droprate to be around what we expected it to be (not counting the random encounter drops)

Cannot hand in resource X

We have had a lot of these issues and we are working on fixing them continuously.

Skinning and Weaving being "useless"

There are plans to make these skills useful - timeconstraints forced us to get these out without the functionality implemented (otherwise it would have completely stopped other tradeskills from functioning). Skinning and Weaving are intended to post-process the drops already existing. I can't give an exact time-estimate on this.

Blue Recipes progress (Weaponsmith/Armorsmith)

All the items have been created, as have the recipes. We are still working on getting the codesupport for correctly setting this up but hope to get it soon.

Unlearning tradeskills

I'm unable to give out any dates, but this is a crucial feature and we are pushing to get it done as soon as we can.

Traders and Trainers in Guildcities

Next patch going to testlive, traders and trainers will appear in
guildcities.

City-life in cities

Guards will start patrolling your keeps next testlive-patch to keep intruders away - additional NPC's are soon to follow.

Alchemy drops

The alchemists cache that we patched in a while back was intended to contain resources so that alchemists could proceed with their craft. It has worked, but it was never intended to be the "end all" help for alchemists. New static camps in the resource and building regions are being worked on and hopefully we should have that on testlive next time we patch. Scorpion Oils, for instance, was always intended to actually drop from... well... scorpions.

Removing random spawns

What we are doing with the random spawns is that we will patch out the new resource and building populations (Lacheish, Poitain, Purple Lotus Swamp) and at the same time remove these pesky things.

Architecture Revamp

I still can't give a time-estimate on this, but I can release a little more about what we are at least considering for it: Totems that produces team-buffs while in range, Waystones to teleport team-members and/or self, guild-city improvements such as statues, flags, etc.

Costs of tradeskills

The costs of tradeskills in general have been reduced further -
alchemists are supposed to be able to make a small profit out of selling potions for instance. Also, the hand-in for tradeskillers have been altered - the tradeskill trainer will no longer keep your created items for themselves, but rather inspect them and hand them back to you.

Gemcutting

Many posts about gemcutting and 'nerfs'. Adjustments for the some of the gems will be out when the system design has been followed up and implemented. It will not affect all gems but there will be some changes in order to properly balance gems.

I'll try to get more updates to you as we progress with these things in the future.

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Last edited by Famine; July 11th, 2008 at 01:28 PM..
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Old July 11th, 2008, 12:39 PM     walto is offline   #2
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Quote:
Originally Posted by Famine View Post
Many posts about gemcutting and 'nerfs'. Adjustments for the some of the gems will be out when the system design has been followed up and implemented. It will not affect all gems but there will be
There will be what?
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Old July 11th, 2008, 12:40 PM     asalconan is offline   #3
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There is no harvest resources in conall valley at the locations marked or anywhere else in that valley that I can find
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Old July 11th, 2008, 12:40 PM     beasteroni is offline   #4
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Quote:
Originally Posted by walto View Post
There will be what?
hah yea, just noticed that myself.
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Old July 11th, 2008, 12:44 PM     Dekar is offline   #5
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There will be... nerfs? many many nerfs.. so many nerfs we won't know what to do!
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Old July 11th, 2008, 12:45 PM     Itoao is offline   #6
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This is really good to see. However as I posted a bit earlier. It seems as though I would be paying for at least another two months before many of these things go in game. While I know the teams are working hard on everything I just can't see paying for it and waiting around for all of this. I canceled today and I will be checking back in and hope that things will have changed enough to lure me back.
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Old July 11th, 2008, 12:46 PM     Fishw0rk is offline   #7
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Quote:
Originally Posted by walto View Post
There will be what?
Nerfs, silly.
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Old July 11th, 2008, 12:47 PM     Decimis is offline   #8
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Quote:
Removing random spawns

What we are doing with the random spawns is that we will patch out the new resource and building populations (Lacheish, Poitain, Purple Lotus Swamp) and at the same time remove these pesky things.
Hopefully not all of the spawns. Random spawns are one thing that makes it more difficult to bot harvesting.
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Old July 11th, 2008, 12:47 PM     Inflex is offline   #9
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hmmm mmmmmm
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Old July 11th, 2008, 12:49 PM     Dekar is offline   #10
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Quote:
Originally Posted by Famine View Post
The costs of tradeskills in general have been reduced further -
alchemists are supposed to be able to make a small profit out of selling potions for instance.
Hope this is a planned change rather then a pointless statement. Alchemist currently can't really make much profit at all on potions.

Mainly because of the fact we can't make any good potions.. Best we have a recipe for is lvl60 daggamelt - and we can't make those in high enough quantities to make a profit.. Because the drop you need is a rare lvl60 ingredient - wildagga.. Which ppl have to sell us for 1copper or less or we won't be making much profit. And ppl generaly don't like wasting bank slots for things that sell for 1 copper.

Currently on my server there's about 2 wildagga for sale, for around 50 silver each..

Let us make blue potions, or hell even epics! Still can be a small profit, but at least it's big chunks of money that ppl will devote bank slots to sell us the ingredients needed to make those.
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