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EverQuest: Empires of Kunark-- expansion for EverQuestFollow

#1 Sep 01 2016 at 1:33 PM Rating: Excellent
#2 Sep 01 2016 at 2:12 PM Rating: Excellent
New expansion announced! We have about a month probably until beta opens up. We need that item collector fixed ZAM!
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#3 Sep 01 2016 at 2:38 PM Rating: Excellent
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Jeez, I hope they do this right. The best xpac ever deserves excellent treatment!
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#4 Sep 01 2016 at 3:20 PM Rating: Excellent
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<-- This is me "liking" Sippin's post!

Kunark was current when I started EQ, back in 2000. I am really excited about this. I hope they don't ***** it up.

Oh, it's also the second expansion that I will be starting at max level when it comes out. The other was PoP. Which I got layed off two weeks before it came out, and pretty much missed :( So I >really< hope they don't ***** this one up. I want it to be fun :)

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#5 Sep 01 2016 at 5:25 PM Rating: Good
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Wouldn't getting laid off mean you could play the expansion 24/7? I remember having guildies who were suddenly online all the time and when I asked about it, they told me that had dropped out of school or quit their jobs (or been fired) which they saw as great since now they could play all the time!*

*This is what's called a short-term perspective, LOL.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#6 Sep 01 2016 at 6:20 PM Rating: Good
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Will there be levels?
#8 Sep 01 2016 at 6:24 PM Rating: Excellent
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Sippin wrote:
Wouldn't getting laid off mean you could play the expansion 24/7? I remember having guildies who were suddenly online all the time and when I asked about it, they told me that had dropped out of school or quit their jobs (or been fired) which they saw as great since now they could play all the time!*

*This is what's called a short-term perspective, LOL.


For a teen or twenty-something, sure. When you're 40, with a wife and two kids, not so much :)
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#9 Sep 01 2016 at 7:15 PM Rating: Excellent
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Hmmm... Not a lot of information, but this could be really cool. I always liked Kunark in terms of game lore (and honestly, some of the best dungeon designs in EQ are in Kunark). Assuming they keep to their tick/tock methodology, this should be a level increasing expansion. And, of course, the 64 million dollar question is whether we'll get Sarnaks as playable races. Cause that would be really really awesome!
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#10 Sep 02 2016 at 5:54 AM Rating: Excellent
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Rumor is cap going to 110.

Weaker rumor is trade skill cap going up. This may be presaged by the Artisan Quest augment not offering max stats to anybody right now, implying it will go up further as the owner's skill levels rise above 300.

General consensus among "those in the know" is that they're not adding any new playable races or classes and likely never will again due to the work involved and the unbalancing potential. Too bad because a Sarnak or Goblin playable race would be awesome and, I think, bring back a lot of old-timers and even bring in some new players.

The problem with releasing a new xpac based off a previous xpac like Kunark, which was so huge, is that it may suffer badly by comparison. I very much doubt they're going to update all 28 zones of Kunark. 28 ZONES! That's hard to imagine these days with the Ykesha-sized expansions they've been releasing. I think we'll be looking at something analogous to Al'Kabor's Nightmare, which is a dreamy vague imitation of some Kunark zones. Interesting but ultimately incomplete.

It's also a little worrisome that their development formula now is based entirely on revisiting old existing zones. This is probably because it's cheaper in terms of dev time and costs to work off existing code and graphics.

Finally.... this is scheduled for NOVEMBER? Really? We're already into September. If so, the beta better be coming soon. 2 or 3-week long beta tests are guarantees of seriously buggy releases.

But, looking on the bright side, the good news is they continue to release new content, which is not something a company would do, probably, if they intended to milk the player base for all their worth before shutting it all down. Assuming you can trust the Russkies. Smiley: yikes

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#11 Sep 05 2016 at 7:18 AM Rating: Excellent
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I can accept the small-size expacs if they are solidly done. Touching Kunark is a great idea, but also brings a huge burden of expectations. I hope they succeed.

I also strongly suggest they STAY in Kunark for at least 1 more expac if this one is only going to do 1/5 of Kunark content. They could even do a patch or two that adds more content along the way.

I am saddened by the lack of willingness to do even a minimal new coding new race. Sarnaks or Goblins could be made with no armor models (as part of the race) and just use the existing looks for appearance variety. They could start in a little refugee hut outside of Crescent Reach, with one new NPC that explains why they are there. Is this ideal? No... but it gives all trainers, and a levelling path with no new coding. Would I prefer a "hard start" where you begin in Misty Thicket or Field of Bone? Absolutely. Even just put a racial teleport NPC that sends them to PoK.
#12 Sep 06 2016 at 12:58 PM Rating: Excellent
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Sadly it soundsl like its going to be another expansion that is not worth buying unless your allready max level. If they want to bring people back to the game they need something to appeal to people that are not allready max level. Maybe even more solo/molo friendly content with simple to complete quests that give enough experience to make them worth doing.
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#13 Sep 06 2016 at 3:44 PM Rating: Excellent
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Oh. And since I missed this. Are they upgrading existing Kunark zones (which, if some of their past upgrades are any indication may not be so great), just adding new zones to the continent, or adding some new "alternate time/dimension/whatever" versions of Kunark zones (like HoT and RoF did). I can see pluses and minuses to all three methods, but honestly I'd most like that they add new stuff and not change too much of the existing stuff.

As to the "new content for less than maxed characters", I do get that to a point. But I also get that there's already a pretty massive amount of zones and content for people to level up in. I can see the dev need to focus most on the highest 5-10 levels in any new content. Especially when it's a level increasing expansion. When you've got 5 continents worth of content to take you to level 60, and 3-4 expansions worth of content to take you from 60-80, and 2-3 expansions worth of content that will cover every 5 level range from there to 105, but zero content (yet) that'll take you from 105-110, you kinda can't blame them for focusing on that 5 level range at the end. Doubly so when probably 90% of the current regular player base has at least one main in that maxed range.

I wouldn't mind them putting in more stuff for the 85-105 range though, to help that process (and clean up some gaps for some classes that can make things difficult), but I wouldn't expect that in this expansion. I've honestly never had a problem with any class I've played up to that point in the game (and, of course, there's always HCs if you just don't want to do it). It's the range after that where I've occasionally leveled up a character and then struggled to find a new hunting ground to go to. I can usually find something, but it's tricky. HAs are a decent alternative, but that does get boring pretty quick.
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#14 Sep 06 2016 at 5:55 PM Rating: Good
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When you think about it, Kunark was less like an expansion and more like an entire "new" game built upon the framework of the original EQ. There's no way they will be able to produce anything comparable ever again IMO. The best we can hope for is an expac with a few interesting zones that evoke the flavor and memories of playing in Kunark. I doubt there will be zones appropriate to every level of player, since as has been stated above, there are already MANY lower level zones in the game which are mostly empty all the time now. We can get into a discussion of how they waste those zones by encouraging new players to play only in the Tutorial and then the hot zones (rather than, my pet peeve, making any zone "hot" if the right group of RL players gets together to experience it.)

But we can dream, can't we?!
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#15 Sep 06 2016 at 8:56 PM Rating: Excellent
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I think Fronglo's point is that, if there isn't anything for lower levels, there's no reason to buy the xpac. I've been there, as a perpetually behind the curve player, until recently. In the past, however, they always managed to throw enough new features into the mix, that I would buy the xpac (x3) anyway. However, TBM was REALLY thin on features (were there ANY?), so if it wasn't that I was getting close to max, I wouldn't have bought it (and as it is, I didn't get to any of the zones til last month anyway, LOL).

We all understand that there are places to level if you have a lower level main. But there has to be something to attract those who aren't max level, or don't like to play in the latest content (to make things easier). It doesn't have to be content (I think we all agree, the content HAS to be focused on the higher levels), but there has to be something to attract the other players. TBM failed that, big time.

Looking back:
TBM had the illusion keyring and level scaling raids. yeah, LOL
TDS had the mount keyring. Wow (/sarc)
CotF had HAs. Now that's turned out to be very popular, so score a win there. On top of that merc AAs and gear, and more shared bank slots.
RoF had aggro meter, collections, offline trader/buyer, hunter system. Some nice features there.
VoA had improved hotbars, parcel & coin delivery, new guild halls, guild trophies
HoT had player housing and trophies. A little thin, but if you're into housing, it's huge.
UF had achievements. Don't remember what else.
SoD had mercs, a fairly huge addition.
SoF had heroic stats.

As you can see, most of the recent xpacs had some nice new features. Except for the last two. So if that continues, I understand Fronglo's point. No reason for some to buy the xpac, unless you add some new features to make it desirable,

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#16 Sep 07 2016 at 5:24 AM Rating: Good
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Oh. I fully agree new zones for lower levels would be a big incentive for players below max level to buy this new xpac. I just don't think they will invest the required time and effort. I'll be pleasantly surprised if there's enough new content even for level 105 players. In prior expansions by now we'd have seen enough preview samples of zones, mobs and content to get a halfway decent idea of what's coming. So far I've seen one animated sarnak image and Holly's promise of "new zones (5 named), new monsters, armor, weapons, items and more. Everything between "new zones" and "and more" is to be assumed for a new xpac. So what does "and more" encompass? One would think if it was as significant as new content for lower levels she'd have mentioned it here. Same goes to my mind for new level cap, new tradeskill cap and any other MAJOR changes. So I'm starting to have my doubts we'll see anything like that, although it could just be the case of keeping major changes under wraps until they've been tested adequately. Don't want to advertise something that can't be delivered.

Edited, Sep 7th 2016 7:26am by Sippin
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#17 Sep 07 2016 at 3:25 PM Rating: Decent
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Ah. I get what you're saying Tat. So even if the content level wise is for 106-110, if they add in new features to the game that apply to everyone, it'll make more people want to buy it. So things like more shared slots, bigger bank bags (seriously hate the idea of spending big bucks on big bags just to have more bank space, or buying housing just to store stuff). Hah. One of the thoughts I saw posted on the EQ boards was the idea of being able to click and drag buff icons around inside your buff box. Which seems like a trivial/silly thing, but I'd actually love it. I'm also one of those who will click off spells and recast them in a set order to as to arrange my buffs (which, of course, gets all screwed up when you die and folks just spam you with buffs). For folks with shortish term buffs that they have to recast regularly, being able to glance at the spot where the buff is to see if it's up or not is helpful. Having to figure out where it is this time is not. Something like that would honestly justify the cost for me right there (silly as it is).

Oh. As to TBM? I honestly bought it primarily for the AA benefits. The extension of the repel ability alone was worth the price. It's a combat ability that reduces the damage on the next 2 (or three if you have rk III) hits by 90% (so yes, you take 10% of the damage each hit would have done). TBM introduced an line of AAs that increase the number of hits it'll block by up to 3 (so 5 or 6 hits depending on the base level you have). With a recast time of 15 seconds, that make a *huge* difference. And for a paladin using chain stunning tactics, timing the use of the ability for the gaps between the chains makes for absurd single target damage mitigation. If I'm just single pulling and killing mobs in an HA or Chapterhouse, between this ability and various heal procs (some proc on hits, some proc on stuns), it's not uncommon for me to chain pull until I run out of endurance and realize I haven't cast a single heal spell the whole time. There were a few other nice AAs in there too, but that was the most important "must have" ability for me.

Oh. And I also bought it for the clicky port item. When you don't have gate these things are like gold.
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#18 Sep 07 2016 at 6:17 PM Rating: Excellent
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How to sell EoK really fast:

-EoK extends the duration of all Veteran's Rewards (i.e., 30 minute buff becomes 1 hour).

-give 1 of the following in /claim: Scale of Rodcet Nife, Familiar of Lord Nagafen, Kiss of Errolisi Marr, Visage of Sarnak (doesn't exist) with a GOOD buff ability, something cool for the housing crowd, a pack of high % xp pots, a heroic character, A kunark-themed mercenary contract we haven't seen yet (maybe the toothed-sperms from Dalnir?), heroes forge unlock, faction potions to max ally Sarnak, Death Mountain Goblin, Legion of Cabilis and so on (the 5 or so core Kunark factions players tend to grind up).

-give 999 in /claim: a new, lore really large bag. a Kunark Rhino mount with an interesting stat/buff set (with mount keyring it doesn't have to be better than other older mounts, just something interesting you might want sometimes for the effect), a clicky item that ports you to a decent spot in Lake of Ill Omen (as a crossroads... and safe for lower level chars too) and a set of Kunark heroes forge gear that is unique and class-bending (i.e., Sarnak Chain for all classes).

-Turn your personal bank interface into what the guild bank has (lots of slots though). No more sorting bags in your bank. Allow tradeskill combines to be done remotely without removing mats from your bank (the combine would use them, you just don't have to juggle them around).

-an AA that allows you once a day to increase faction gains by 100% for 1 hour.

-more AA like foraging, that give useful utility to more (basic tracking... for everyone).



That's without doing the obvious like adding a new race, TSS style level 1-endgame leveling in new zones, more classes for Iksars, etc.
#19 Sep 07 2016 at 7:15 PM Rating: Excellent
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gbaji wrote:
Ah. I get what you're saying Tat. So even if the content level wise is for 106-110, if they add in new features to the game that apply to everyone, it'll make more people want to buy it. So things like more shared slots, bigger bank bags (seriously hate the idea of spending big bucks on big bags just to have more bank space, or buying housing just to store stuff).


Yes, you got my point :)

I just wanted to mention, you don't have to spend big bucks on bank bags. There are two ways of making the tailored bags, and the one way is WAY cheaper. The bags weigh something like 800 pounds, so you can't use them anywhere but in a bank, but they're less expensive that way. For housing, I've bought all 12 of my houses with Loyalty points, which I don't really spend on anything else, anyway, so that's worked out nice.


gbaji wrote:
Hah. One of the thoughts I saw posted on the EQ boards was the idea of being able to click and drag buff icons around inside your buff box. Which seems like a trivial/silly thing, but I'd actually love it. I'm also one of those who will click off spells and recast them in a set order to as to arrange my buffs (which, of course, gets all screwed up when you die and folks just spam you with buffs). For folks with shortish term buffs that they have to recast regularly, being able to glance at the spot where the buff is to see if it's up or not is helpful. Having to figure out where it is this time is not. Something like that would honestly justify the cost for me right there (silly as it is).


I would buy an xpac just for this, as well :)

gbaji wrote:
Oh. As to TBM? I honestly bought it primarily for the AA benefits. The extension of the repel ability alone was worth the price. It's a combat ability that reduces the damage on the next 2 (or three if you have rk III) hits by 90% (so yes, you take 10% of the damage each hit would have done). TBM introduced an line of AAs that increase the number of hits it'll block by up to 3 (so 5 or 6 hits depending on the base level you have). With a recast time of 15 seconds, that make a *huge* difference. And for a paladin using chain stunning tactics, timing the use of the ability for the gaps between the chains makes for absurd single target damage mitigation. If I'm just single pulling and killing mobs in an HA or Chapterhouse, between this ability and various heal procs (some proc on hits, some proc on stuns), it's not uncommon for me to chain pull until I run out of endurance and realize I haven't cast a single heal spell the whole time. There were a few other nice AAs in there too, but that was the most important "must have" ability for me.


Yeah, but you had to be high level to get those AAs, correct? I'm mainly referring to things that helps lower levels, as well.

gbaji wrote:
Oh. And I also bought it for the clicky port item. When you don't have gate these things are like gold.


hehe, spoiled druid here, so I've never even /claimed the port items that they give out :)

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#20 Sep 07 2016 at 7:25 PM Rating: Excellent
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snailish wrote:
How to sell EoK really fast:

-Turn your personal bank interface into what the guild bank has (lots of slots though). No more sorting bags in your bank. Allow tradeskill combines to be done remotely without removing mats from your bank (the combine would use them, you just don't have to juggle them around).


I would actually hate this. I like them each for different applications.

For the guild bank, I use it to collect all the various stackable mats that my chars gather. The guild bank UI automatically stacks them, regardless of who deposits them. This is awesome, and save lots of time. What it could use? A way to dump whole bags' worth of mats. Or even better? If I have something in inventory which exists on deposit in GB, move all of that to GB, with one click (one can dream, right? :) )

For personal bank, I really like the way it works. I can put augs, armor, TS mats, quest items, whatever, all organized the way I want. With the GB UI, it's alpha-sorted, which is great for a consolidator, but not for my bank. Also, for your bank, you can use the auto-bank button, which will drop a stackable item onto a similar stack automatically, so you don't have to hunt for it.

For housing, it's similar to the GB, and again, I wish you could dump whole bags into the house. And houses won't auto-stack items, unless they're deposited by the same char.

Tat

PS - Thought of one more thing I would hate about changing the bank UI to be like GB. I can very quickly swap whole bags between inventory and the bank. Which dovetails nicely with being able to sort the bags the way that I like.

Edited, Sep 7th 2016 9:27pm by tatankaseventh
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#21 Sep 08 2016 at 4:27 AM Rating: Excellent
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tatankaseventh wrote:
snailish wrote:
How to sell EoK really fast:

-Turn your personal bank interface into what the guild bank has (lots of slots though). No more sorting bags in your bank. Allow tradeskill combines to be done remotely without removing mats from your bank (the combine would use them, you just don't have to juggle them around).


I would actually hate this. I like them each for different applications.

For the guild bank, I use it to collect all the various stackable mats that my chars gather. The guild bank UI automatically stacks them, regardless of who deposits them. This is awesome, and save lots of time. What it could use? A way to dump whole bags' worth of mats. Or even better? If I have something in inventory which exists on deposit in GB, move all of that to GB, with one click (one can dream, right? :) )

For personal bank, I really like the way it works. I can put augs, armor, TS mats, quest items, whatever, all organized the way I want. With the GB UI, it's alpha-sorted, which is great for a consolidator, but not for my bank. Also, for your bank, you can use the auto-bank button, which will drop a stackable item onto a similar stack automatically, so you don't have to hunt for it.

For housing, it's similar to the GB, and again, I wish you could dump whole bags into the house. And houses won't auto-stack items, unless they're deposited by the same char.

Tat

PS - Thought of one more thing I would hate about changing the bank UI to be like GB. I can very quickly swap whole bags between inventory and the bank. Which dovetails nicely with being able to sort the bags the way that I like.

Edited, Sep 7th 2016 9:27pm by tatankaseventh


What if they added sortable tabs to a bagless guild bank interface? These tabs could be user assignable (so they give you 10 tabs and if you want 1 of them to be augments you assign that... from say a list of 20 options). It could even have a hybrid aspect of 8 bag slots you can force items to be stored in. They would still show up in your tab searches, but would have a note (bagged) beside them. So they would work like luggage that is prepacked to pick up and go.
#22 Sep 08 2016 at 5:58 AM Rating: Good
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tatankaseventh wrote:


I just wanted to mention, you don't have to spend big bucks on bank bags. There are two ways of making the tailored bags, and the one way is WAY cheaper. The bags weigh something like 800 pounds, so you can't use them anywhere but in a bank, but they're less expensive that way.

Tat


The "expensive bags" from the Marketplace are 32-36 slots. The tailor-made bags run only 14-20 slots, and at least on my server, FV, they can be pretty pricey. Right now the sellers in the Bazaar offering the 20-slot are asking about 25kpp each. then add the cost of the reagent to expand them, which is over $2k if you want to make a bag to carry on you. Of course a bank full of 20-slot bags will hold a lot of stuff and you can expand the heavy bags with a much cheaper reagent.

Now if you can pharm your own Befouled Pelts & Silks and Ethernere Essences, you can make them cheaper, if you're a Master Tailor. But at 524 trivial even a Master will fail. So given that those components have market value (about 9kpp on FV) it's a tossup whether it's better to buy or make them.

tatankaseventh wrote:


For housing, I've bought all 12 of my houses with Loyalty points, which I don't really spend on anything else, anyway, so that's worked out nice.

Tat


This leads me to ask a question I've been meaning to post on a separate thread. (Still might if this gets buried here, and I don't want to derail---too much.) How do players store their mats? I'm guessing with 12 houses you devote one to each trade skill? This sounds useful but I'd hate to have to keep zoning into different houses to dump my recently acquired mats. While the Guild Bank seems to have potential it really doesn't have enough space for the huge amount of different mats that are easily accumulated.

What I do is make alts on my account and load them up with Extraplanar Trade Satchels, each of which can hold 32 mats. (You can also buy the 40-slot TS container from the Marketplace but that costs 1000SC and I don't think it's worth it for an extra 8 slots.) My main accumulates all the mats to the point where he runs out of space. Then I transfer them through the Shared Bank slots to my TS alts.

No I don't sort them during the transfer, I just dump them into whatever alt has the most space. How do I know where to find stuff? I created a hot button to CAMP which includes the /out inventory command. So every time I camp it automatically generates a current inventory. Then I wrote a small program which takes all the inventory files from all my toons and combines them into a spreadsheet. So if I need some Befouled Animal Pelts I just check the spreadsheet and locate which toon/slot has some of those.

This works for me but I'm all ears for better solutions. The way I accumulate mats willy-nilly and the way I work on making trade skill combines willy-nilly as well, devoting an entire house to one trade just doesn't seem to make sense. Of course my solution won't work if someone has their account loaded with toons they actually play. But my mains are on separate accounts so they all have plenty of open character slots to make functional level 1 "mules."




Edited, Sep 29th 2016 1:40pm by Sippin
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Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#23 Sep 08 2016 at 11:45 AM Rating: Excellent
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Sippin wrote:
tatankaseventh wrote:


I just wanted to mention, you don't have to spend big bucks on bank bags. There are two ways of making the tailored bags, and the one way is WAY cheaper. The bags weigh something like 800 pounds, so you can't use them anywhere but in a bank, but they're less expensive that way.

Tat


The "expensive bags" from the Marketplace are 32-36 slots. The tailor-made bags run only 14-20 slots, and at least on my server, FV, they can be pretty pricey. Right now the sellers in the Bazaar offering the 20-slot are asking about 25kpp each. then add the cost of the reagent to expand them, which is over $2k if you want to make a bag to carry on you. Of course a bank full of 20-slot bags will hold a lot of stuff and you can expand the heavy bags with a much cheaper reagent.

Now if you can pharm your own Befouled Pelts & Silks and Ethernere Essences, you can make them cheaper, if you're a Master Tailor. But at 524 trivial even a Master will fail. So given that those components have market value (about 9kpp on FV) it's a tossup whether it's better to buy or make them.


What I do is just gather mats for a while (just stuff I loot while hunting). When I feel I have enough to make it through a run to get me to 300, I use a Draft of the Craftsman on an alt, and make all the bags, without losing any mats, and get an alt to 300 tailoring. The two caveats here, I don't have mats JUST for 20 slotters, but also 14 and 16 slotters. Further, on-character and in-bank storage is not an issue for me at all, so there's no hurry for me to get more of these quickly.

Sippin wrote:
tatankaseventh wrote:


For housing, I've bought all 12 of my houses with Loyalty points, which I don't really spend on anything else, anyway, so that's worked out nice.

Tat


This leads me to ask a question I've been meaning to post on a separate thread. (Still might if this gets buried here, and I don't want to derail---too much.) How do players store their mats? I'm guessing with 12 hours you devote one to each trade skill? This sounds useful but I'd hate to have to keep zoning into different houses to dump my recently acquired mats. While the Guild Bank seems to have potential it really doesn't have enough space for the huge amount of different mats that are easily accumulated.

What I do is make alts on my account and load them up with Extraplanar Trade Satchels, each of which can hold 32 mats. (You can also buy the 40-slot TS container from the Marketplace but that costs 1000SC and I don't think it's worth it for an extra 8 slots.) My main accumulates all the mats to the point where he runs out of space. Then I transfer them through the Shared Bank slots to my TS alts.

No I don't sort them during the transfer, I just dump them into whatever alt has the most space. How do I know where to find stuff? I created a hot button to CAMP which includes the /out inventory command. So every time I camp it automatically generates a current inventory. Then I wrote a small program which takes all the inventory files from all my toons and combines them into a spreadsheet. So if I need some Befouled Animal Pelts I just check the spreadsheet and locate which toon/slot has some of those.

This works for me but I'm all ears for better solutions. The way I accumulate mats willy-nilly and the way I work on making trade skill combines willy-nilly as well, devoting an entire house to one trade just doesn't seem to make sense. Of course my solution won't work if someone has their account loaded with toons they actually play. But my mains are on separate accounts so they all have plenty of open character slots to make functional level 1 "mules."




OK, here's a quick run-down of my approach. First I'll note that all my houses are owned by my three mains that I box, and my three Bazaar merchants. All have a hotkey for /outputfile, and I just use the Cygwin app (UNIX like window with some nice functionality for the Windows PC) with a window open to my inventoryfile directory. A quick "grep" quickly finds where the mats are. And I have all 12 houses right in the same area, so that helps.

Also, on a more useful side-note, I saw you say this above: "This sounds useful but I'd hate to have to keep zoning into different houses to dump my recently acquired mats". Yeah, I wouldn't have this setup if I had to zone in to the house to access mats. The good news is, you don't. You walk up to the house, but still in the neighborhood zone, and right click, and select "manage items" or something like that. It brings up the UI for accessing the items. So no zoning required. I actually zone into a house to place a trophy, or something like that, and many of the houses I have, I have never zoned into.

So, first, my philosophy. After housing came out, I saw a way to NEVER have to swap alts to access any mats I might need (or any other item). So I store NOTHING that might be needed by another char in any of my chars' banks or inventory. Everything is in a house or the guild bank. I have all my chars in my own guild, and set the houses to allow guild senior officers (i.e. all of my chars) full access. Banks only hold quest items, gear, NO DROP items, etc for that char. So, except for my three mains, a bank and inventory full of deluxe tool boxes works fine. Every chars also gets 1 Dream Weave Satchel (16 slot /claim), and if that char actually gets played to hunt/kill, they get 1-3 Extraplanar Satchels.

So, when I play (usually the three mains), the one char loots everything, and has three extraplanar satchels. Depending on what I'm doing, I can go several days to a week before I unload. Almost everything goes to the guild bank, because it's all stackable, and the GB stacks it for me. When a stack fills up, I take in to the houses to store. For more unusual items, that either don't stack, or are less common (lower level TS mats, because I don't hunt in lower level zones that often), I dump all of those to TS only bags in my bank, just to park for a bit. Once those fill up, I take those, and whatever full stacks I've made from the GB, and take it to the houses. I don't have a super strict way of organizing the mats, and certainly not by TS, but I follow an informal way of organizing them, and with being able to quickly search (grep) for what I want, it works pretty well, and doesn't take a lot of my time in overhead.

One lesser known advantage of using housing to store stuff is, you can keep NO RENT items there, and they don't poof. So, if you have a mage, you can make a bunch of gear and weapons, and put it in a house. Then if you have other pet classes who need pet gear, you just go and grab it :)

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#24 Sep 08 2016 at 4:22 PM Rating: Decent
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Sippin wrote:
tatankaseventh wrote:


I just wanted to mention, you don't have to spend big bucks on bank bags. There are two ways of making the tailored bags, and the one way is WAY cheaper. The bags weigh something like 800 pounds, so you can't use them anywhere but in a bank, but they're less expensive that way.

Tat


The "expensive bags" from the Marketplace are 32-36 slots. The tailor-made bags run only 14-20 slots, and at least on my server, FV, they can be pretty pricey. Right now the sellers in the Bazaar offering the 20-slot are asking about 25kpp each. then add the cost of the reagent to expand them, which is over $2k if you want to make a bag to carry on you. Of course a bank full of 20-slot bags will hold a lot of stuff and you can expand the heavy bags with a much cheaper reagent.


Yeah. It's really about the super sharp cost slope on these. You essentially get 10 slot bank bags "free" (ok, so cheap as to be effectively free). But to get anything higher than that, you have to pay 10s of thousands of plat per bag. Another way to look at it is that just to double the current default bank capacity from 300? (it's 30 slots, right? I'm honestly brain farting on that right now), to 600 could easily cost a million plat. Or, I could just buy a house and for a few thousand plat a year have that extra 300 slots for storage. It's less convenient to get to, but there it is.

The 10 slot bank bags have literally been in the game for like 12 years now. It's well past time they gave us a cheap upgrade. Just storing stuff in a bank should not cost that much IMO. The silly thing is that I practically have more carrying capacity on my character than in my bank (cause it's worth the cost to get the super huge 0 weight bags for carrying things). Actually, doing some quick math, I think I *do* have more capacity on my character. That's just not right.

Why not just make banks store infinite stuff? If they want to, place a small storage fee on capacity above the current "normal" maximum (so maybe like 1 silver/month per item past 300 (or whatever). That's something people could manage easily enough and it would be very very useful. Combine that with an upgraded UI (details to be worked out), and you'd have a massively popular improvement to the game.
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King Nobby wrote:
More words please
#25 Sep 08 2016 at 5:48 PM Rating: Excellent
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24 bag slots in the bank, plus 4 shared slots, so 280 slots total with Deluxe Tool Boxes. And, yes, at 1pp each, they are essentially free. The only bad part used to be when you couldn't put an empty container in another container. So multiple runs of 10 tool boxes between the tinkering vendor and the big bank in PoK. Now you can just grab everything in one trip :)

Housing's not that inconvenient. I put my secondary anchor at one of my houses (anchors are a loyalty item), so one click and I'm there. My primary anchor is at the guild hall, so that's also one click away, even if you're not a druid or wizzy. And the GH has a banker, so that's right there as well. Also, a banker in Sunrise Hills, and if your house is near the intra-neighborhood teleport pads, that's a pretty quick trip. And if you're a long-time vet, you can use the AA to call up a banker wherever you happen to be.

For upkeep, I've been using old currency that I'll never use (Chronobines). That's worked for the last three years (started with over 15,000 total), and there's about two more year's worth left. Once that runs out, you can get the currency in bags of 100 for ~14 loyalty points. Twelve houses plus a GH makes 13 "coins" a day, so 14 loyalty pays for ~8 days. And you get 120 loyalty a week (and possibly on more than one account), so upkeep is essentially free.

Tat
____________________________
Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#26 Sep 09 2016 at 6:50 PM Rating: Decent
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Yeah. My house is like just down the hill from the guildhall, so it's not terrible to get to. Hadn't even thought to set up an anchor spot there. That might be convenient. And a super convenient thing is the vet award banker. Makes it super easy to transfer stuff into the house.

Still love to see them do something about increasing default bank capacity though.
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King Nobby wrote:
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