shallara Report post Posted September 14, 2006 I have been requested by several to post my thoughts here. A few things to consider: Widely accepted Alchemy start: Gather sulfur, red roses, snaps, use vegs for food, mix fire ess. Total EMU of ingreds: 4 Base XP: 6 Widely accepted Potions start: Buy (or be given vials) Mana pots from Mira, drink pots, gather flowers, buy wine, and make basic mana pots, re-use vials Total EMU of ingreds: 4 Base XP: 5 Widely accepted Summoning start: Make or buy life essence, hunt rabbits and save drops, summon rabbits. Total EMU of ingreds: 4 Base XP: 5 Widely Accepted Manufacturing Start: Hunt rabbits and get thread from gen store. Make fur gloves and sell back to gen store. Total EMU of ingreds: 5 Base XP: 5 Are you seeing the trend? Now, the current widely accepted crafting start: Sit at cotton, gather, and make thread Total EMU of ingreds: 10 Base XP: 10 Some may ask 'Why make the change when it equals out to the same proportions?' There are different answers. To me, for a starting crafter now, it may be tedious, but insanely easy to get to 20 crafting. For those of us that started crafting ages ago, it was HARD to get to level 20 craft. It took planning and dedication, even sacrifice (sanders are expensive!) It is a slap in our faces that people that never wanted to craft, because it was 'too hard and too expensive' can now sit on their butts and harv and click, harv and click, and get there with next to no effort. Crafting has long been one of the most difficult skills, that only dedicated players even attempted. Now it has been turned into another easy way to get levels. Manu-able thread IS a great idea, and addition to the game, but PLEASE Entropy, bring back the challenge of a worthwhile skill to have! Share this post Link to post Share on other sites
Entropy Report post Posted September 14, 2006 I haven't tried making threads because I lack nexus but, I had a crafter char last year and I think I wouldn't have mind an easier start in the crafting skill. IIRC, I had to read a lot of books (harvesting, molding, smelting, rings) and have a pretty decent alchemy level to make the bars myself, just to get my first 3 levels in crafting. It was very expensive investment in books (non-droppable like sapphire, diamond, etc..) and a lot of alchemy training just to be able to make a few simple rings. Ok, fine, I will cut the cotton to 7 and the experience given by 4. This is all you will get, so no reason to ask for more. Share this post Link to post Share on other sites
Drakos7 Report post Posted September 14, 2006 Sounds good. Share this post Link to post Share on other sites
Happy_G Report post Posted September 14, 2006 thank you Ent, 7 cotton and 6 exp sounds like a good compromise to me. cutting by 4 means 6 exp right, or does it mean cutting it to 4 exp, either way its a good compromise imo Share this post Link to post Share on other sites
Entropy Report post Posted September 14, 2006 6 exp. Share this post Link to post Share on other sites
nathanstenzel Report post Posted September 14, 2006 (edited) 6 exp. Hmmm....xp bonus of 4+ gets you more xp (2+) than before per 70 cotton. Of course then, I can't say I understand exactly how the xp bonus is computed. What rationality makes an xp bonus of 4 for a 6xp base? Thanks for increasing the thread per cotton. That will slow down the xp for those that actually sell/store their cotton and will make more thread for the manufacturers. Edited September 14, 2006 by nathanstenzel Share this post Link to post Share on other sites
Arthur_Dent Report post Posted September 25, 2006 Ok, fine, I will cut the cotton to 7 and the experience given by 4. This is all you will get, so no reason to ask for more. Perfect compromise imo Share this post Link to post Share on other sites