Solid reasoning.Pendulumm wrote:That's right, making it more available so that people stop crying about "average joes" who "don't know about the isle".
Suggestion to the professions system and World-PvP
Re: Suggestion to the professions system and World-PvP
Balls, Cube, Deems, Google [Bot]
-
- Posts: 49
Re: Suggestion to the professions system and World-PvP
Solid reasoning.Pendulumm wrote:That's right, making it more available so that people stop crying about "average joes" who "don't know about the isle".
Re: Suggestion to the professions system and World-PvP
" HEY MISTER! WHERE TO? ''
" TO QUEL'DANAS FOR SOME MATS!"
"QUEL'DANAS? HA! NEVER HEARD OF THAT ONE BEFORE. DON'T YOU MEAN THE OIL RIG TO WHICH NOBODY GOES TO ANYMORE?
"I'M PRETTY SURE I NEED TO GO TO QUEL'DANAS IF I WANT TO MAKE SOME POWER CONVERTERS..."
"WELL...I GOT NEWS FOR YOU KIDDO. YU THINK YU DU, BUTT YU DOND!"

" TO QUEL'DANAS FOR SOME MATS!"
"QUEL'DANAS? HA! NEVER HEARD OF THAT ONE BEFORE. DON'T YOU MEAN THE OIL RIG TO WHICH NOBODY GOES TO ANYMORE?
"I'M PRETTY SURE I NEED TO GO TO QUEL'DANAS IF I WANT TO MAKE SOME POWER CONVERTERS..."
"WELL...I GOT NEWS FOR YOU KIDDO. YU THINK YU DU, BUTT YU DOND!"

Re: Suggestion to the professions system and World-PvP
I know, thanks.Cube wrote:Solid reasoning.
Re: Suggestion to the professions system and World-PvP
@Cube Succinctly illustrated this idea cannot bedazzle you, I will try to clarify it.
Profession areas were placed away from Tanaris to avoid an overloaded mall and to be on the area of the required reputation.
Nevertheless with the hardware and software evolution, the first reason should not be an issue anymore but a way to use a blank space in Tanaris that isn't full of sand.
I find it well placed for a profession area. Between the player mall and the battlegrounds/arena area: it is the last touch to be prepared to successfully enjoy the game. feelsbadman.jpg
Furthermore the profession system is complicated for someone who has no clue what all these reputations are - and more than one is on this case - they always played on private servers where everything was free.
I know there are impressive guides stickied on the forums that I often lead players to, but the new forums are unpleasant for someone looking for information - forums in general are but that's another issue.
Consequently we need to simplify the whole system but it currently requires two different reputations to be granted the access of all the materials.
Note that it isn't possible to get exalted with Aldor or Scryers merely from quests, you have to grind a lot with their respective currencies - too much in my mind. It lowers the time they can play, if they decide to get exalted and do not plainly give up.
On the other hand Shattered Sun Offensive reputation is easy to get here: a week and you reach exalted.
Considering this, another way to make the system easier would be not to use Aldor or Scryers reputations anymore, and keep them for the SSO necklaces.
If everything above is done, it allows us a very well organized area thanks to the vendors with many selling options - a new thingy - and basically we will notice a single NPC for the materials with an option per profession, same pattern for the recipes' one, a portal to Quel'danas plus all the profession trainers and their game objects.
Do you imagine, Smolderforge profession area all done up like that?
Yet the point in question is still there. What should we do with the materials and recipes or patterns vendors?
The discussion on whether or not materials should stay on a vendor reveals the present state of the population: they are either blaming the current system because a caste abuses it or denying the proposal made by Grael without real suggestions.
I believe the flasks and food buffs are strong, but do not alter the way enemies will act on you, at the contrary of free action potions or absorb shield wards which are always deplorable to notice whenever someone uses those. But people got used to it, back in the days only one guy had the good ol' stuff - a T6.5 paladin - nowadays everyone runs with complete bars of consumables and buffs.
To give new players a deeper access to professions wouldn't hurt, they would not even abuse it more than the usual one key rotation shaman you will face today on your daily battleground. And perhaps the average Joe you are argueing about was just discouraged after learning level 1 Alchemy from the trainer and told on LFG, between two good puns, he had to do quests everyday.
They will need to get exalted with the SSO for the flask recipes unless they get them the retail way, but at least they will be able to make battle and guardian potions while they wait in a queue for Warsong Gulch.
tl;dr... RIP Joe, Free Professions, Kanye West, Vendors in Tanaris
Profession areas were placed away from Tanaris to avoid an overloaded mall and to be on the area of the required reputation.
Nevertheless with the hardware and software evolution, the first reason should not be an issue anymore but a way to use a blank space in Tanaris that isn't full of sand.
I find it well placed for a profession area. Between the player mall and the battlegrounds/arena area: it is the last touch to be prepared to successfully enjoy the game. feelsbadman.jpg
Furthermore the profession system is complicated for someone who has no clue what all these reputations are - and more than one is on this case - they always played on private servers where everything was free.
I know there are impressive guides stickied on the forums that I often lead players to, but the new forums are unpleasant for someone looking for information - forums in general are but that's another issue.
Consequently we need to simplify the whole system but it currently requires two different reputations to be granted the access of all the materials.
Note that it isn't possible to get exalted with Aldor or Scryers merely from quests, you have to grind a lot with their respective currencies - too much in my mind. It lowers the time they can play, if they decide to get exalted and do not plainly give up.
On the other hand Shattered Sun Offensive reputation is easy to get here: a week and you reach exalted.
Considering this, another way to make the system easier would be not to use Aldor or Scryers reputations anymore, and keep them for the SSO necklaces.
If everything above is done, it allows us a very well organized area thanks to the vendors with many selling options - a new thingy - and basically we will notice a single NPC for the materials with an option per profession, same pattern for the recipes' one, a portal to Quel'danas plus all the profession trainers and their game objects.
Do you imagine, Smolderforge profession area all done up like that?
Yet the point in question is still there. What should we do with the materials and recipes or patterns vendors?
The discussion on whether or not materials should stay on a vendor reveals the present state of the population: they are either blaming the current system because a caste abuses it or denying the proposal made by Grael without real suggestions.
I believe the flasks and food buffs are strong, but do not alter the way enemies will act on you, at the contrary of free action potions or absorb shield wards which are always deplorable to notice whenever someone uses those. But people got used to it, back in the days only one guy had the good ol' stuff - a T6.5 paladin - nowadays everyone runs with complete bars of consumables and buffs.
To give new players a deeper access to professions wouldn't hurt, they would not even abuse it more than the usual one key rotation shaman you will face today on your daily battleground. And perhaps the average Joe you are argueing about was just discouraged after learning level 1 Alchemy from the trainer and told on LFG, between two good puns, he had to do quests everyday.
They will need to get exalted with the SSO for the flask recipes unless they get them the retail way, but at least they will be able to make battle and guardian potions while they wait in a queue for Warsong Gulch.
tl;dr... RIP Joe, Free Professions, Kanye West, Vendors in Tanaris
Retired Game Master.
Re: Suggestion to the professions system and World-PvP
To get this out of the way, please don't presume I act in any interest of the so called average Joe. I may agree with one camp or another, which one doesn't really matter. My viewpoint on the matter isn't expressed by anyone else in this thread though. Furthermore, my viewpoint on the question at hand isn't really relevant from where I sit.
Following your train of thought, it would be better to just eliminate the need for the profession besides the restriction to use certain items. Have vendors sell the crafted item itself. 99% of the items will be reputation free, and if you want to restrict some of the rare stuff by an exalted reputation barrier (which sounds useless in this case), then have a separate vendor section for those.
I can agree that streamlining the system is a good idea, because it's really just a piece of shit atm. But if you have no intentions of neither restricting use, nor tying professions to a gameplay based facet of the server, then it just sounds dumb to sell mats and have people craft shit. It's just an annoyance at that point. And why even have the exalted reputation barrier at all? It wouldn't really serve any major purpose. If you want to put breaks on newer players having access, there are better ways of doing it. Something as simple as a high amount of badges/honor would do a better job than any reputation around here ever could.
Following your train of thought, it would be better to just eliminate the need for the profession besides the restriction to use certain items. Have vendors sell the crafted item itself. 99% of the items will be reputation free, and if you want to restrict some of the rare stuff by an exalted reputation barrier (which sounds useless in this case), then have a separate vendor section for those.
I can agree that streamlining the system is a good idea, because it's really just a piece of shit atm. But if you have no intentions of neither restricting use, nor tying professions to a gameplay based facet of the server, then it just sounds dumb to sell mats and have people craft shit. It's just an annoyance at that point. And why even have the exalted reputation barrier at all? It wouldn't really serve any major purpose. If you want to put breaks on newer players having access, there are better ways of doing it. Something as simple as a high amount of badges/honor would do a better job than any reputation around here ever could.
Balls, Cube, Deems, Google [Bot]
-
- Posts: 49
Re: Suggestion to the professions system and World-PvP
To get this out of the way, please don't presume I act in any interest of the so called average Joe. I may agree with one camp or another, which one doesn't really matter. My viewpoint on the matter isn't expressed by anyone else in this thread though. Furthermore, my viewpoint on the question at hand isn't really relevant from where I sit.
Following your train of thought, it would be better to just eliminate the need for the profession besides the restriction to use certain items. Have vendors sell the crafted item itself. 99% of the items will be reputation free, and if you want to restrict some of the rare stuff by an exalted reputation barrier (which sounds useless in this case), then have a separate vendor section for those.
I can agree that streamlining the system is a good idea, because it's really just a piece of shit atm. But if you have no intentions of neither restricting use, nor tying professions to a gameplay based facet of the server, then it just sounds dumb to sell mats and have people craft shit. It's just an annoyance at that point. And why even have the exalted reputation barrier at all? It wouldn't really serve any major purpose. If you want to put breaks on newer players having access, there are better ways of doing it. Something as simple as a high amount of badges/honor would do a better job than any reputation around here ever could.
Following your train of thought, it would be better to just eliminate the need for the profession besides the restriction to use certain items. Have vendors sell the crafted item itself. 99% of the items will be reputation free, and if you want to restrict some of the rare stuff by an exalted reputation barrier (which sounds useless in this case), then have a separate vendor section for those.
I can agree that streamlining the system is a good idea, because it's really just a piece of shit atm. But if you have no intentions of neither restricting use, nor tying professions to a gameplay based facet of the server, then it just sounds dumb to sell mats and have people craft shit. It's just an annoyance at that point. And why even have the exalted reputation barrier at all? It wouldn't really serve any major purpose. If you want to put breaks on newer players having access, there are better ways of doing it. Something as simple as a high amount of badges/honor would do a better job than any reputation around here ever could.
Re: Suggestion to the professions system and World-PvP
@Cube I wasn't looking towards you on the last paragraph, I knew your outlook on this matter which I totally agree on.
As far as I'm concerned I would like to see everything for free - at the exception of the available transmogrify patterns for badges - simply because players manage to get what they want but on the meantime, they don't participate in the PvP scene.
The thing to do is definitely a vendor with most of the useful potions, food buffs or flasks, available for honor or badges. Note that you can buy flasks by this way on the donor mall.
Notwithstanding that it would make sense, it is again something players paid for we would remove. Would it be good enough not to create a drama?
I'm not sure of that, I cannot speak and argue on behalf of Smolderforge players, hence my attempt to get a system which isn't destroying the current one as a whole.
As far as I'm concerned I would like to see everything for free - at the exception of the available transmogrify patterns for badges - simply because players manage to get what they want but on the meantime, they don't participate in the PvP scene.
The thing to do is definitely a vendor with most of the useful potions, food buffs or flasks, available for honor or badges. Note that you can buy flasks by this way on the donor mall.
Notwithstanding that it would make sense, it is again something players paid for we would remove. Would it be good enough not to create a drama?
I'm not sure of that, I cannot speak and argue on behalf of Smolderforge players, hence my attempt to get a system which isn't destroying the current one as a whole.
Retired Game Master.
Re: Suggestion to the professions system and World-PvP
I don't even know what the fuck you're talking about. Not trying to be a dick here. It's just... you've lost me.
As far as my outlook on the matter goes, as I said, it's neither stated, nor relevant here.
As far as my outlook on the matter goes, as I said, it's neither stated, nor relevant here.
Balls, Cube, Deems, Google [Bot]
-
- Posts: 49
Re: Suggestion to the professions system and World-PvP
I don't even know what the fuck you're talking about. Not trying to be a dick here. It's just... you've lost me.
As far as my outlook on the matter goes, as I said, it's neither stated, nor relevant here.
As far as my outlook on the matter goes, as I said, it's neither stated, nor relevant here.
Who is online
Users browsing this forum: No registered users and 1 guest