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  1. #1
    Join Date
    Feb 2007
    Posts
    414

    Thumbs down 2 Points per Trap? Really....? Is this some kind of Joke?

    Weaponsmiths are already penalized by the existence of LI system. and to make matters worse we are penalized unfairly on trying to level the craft. The only real consumables are hunter Traps and Burglar items. And these are intentionally assigned to a mere 2pts of crafting xp.

    Really?

    Put that up against any other craft and you can see to imbalance. Why does Turby hate my weaponsmith so much?
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  2. #2
    Join Date
    May 2007
    Posts
    3,393

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    They actually made it a good deal easier to level Weaponsmith with one of the more recent updates, by removing the need to craft a Hilt for any bladed weapons. In other words, it only takes 2 ingots (or 4 ore) to get a total of 10 points (4 from the blade and 6 from the weapon), when before it took 4 ingots and an untreated hide (8 ore and a hide) to get 14 points (4 blade, 4 hilt, 6 weapon).

    So you don't get as many total points per weapon as you used to, but you also use less than half of the materials for about 70% of the points.
    Lamdori [Landroval] Sumadven [Firefoot]{F2P}

  3. #3

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    Quote Originally Posted by Paradoxical View Post
    They actually made it a good deal easier to level Weaponsmith with one of the more recent updates, by removing the need to craft a Hilt for any bladed weapons. In other words, it only takes 2 ingots (or 4 ore) to get a total of 10 points (4 from the blade and 6 from the weapon), when before it took 4 ingots and an untreated hide (8 ore and a hide) to get 14 points (4 blade, 4 hilt, 6 weapon).

    So you don't get as many total points per weapon as you used to, but you also use less than half of the materials for about 70% of the points.


    I agree with this

    But I also think that it should be 4 points for traps and such as they take the same amount or more resources as other things, I can think of no other item in any craft that only gives 2 points (there may be something though).
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  4. #4
    Join Date
    Jun 2007
    Posts
    35,979

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    Turbine lowered the points because lure traps only required easy to acquire materials - straw from farmers. Weapon smiths were going nuts having someone farm. Ship straw and make hundreds of lure traps.

    That was followed by a multi-stage series of changes to crafting. Including lowering the crafting experience points for traps. Change the bill of materials for many recipes. As to whether Turbine will make another pass to analyze the crafting XP given for each recipe. Adjust the values again. No idea.

    No matter what Turbine does there is always going to be recipes that are optimal or near optimal for crafting XP generation. There are going to be other recipes that are very inefficient.

    I wish Turbine would go to a system similar to the crafting guilds. You want to level your crafter. You have to run the training recipes. Turn the Bind On Acquire barter items in for your XP. This method would solve two problems:

    1) Flooding the market with low cost non-critical products
    2) Make is easy to balance the bill of materials and crafting XP.
    Unless stated otherwise, all content in this post is My Personal Opinion.

  5. #5
    Join Date
    Mar 2007
    Posts
    1,173

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    Quote Originally Posted by Yula_the_Mighty View Post
    Turbine lowered the points because lure traps only required easy to acquire materials - straw from farmers. Weapon smiths were going nuts having someone farm. Ship straw and make hundreds of lure traps.

    That was followed by a multi-stage series of changes to crafting. Including lowering the crafting experience points for traps. Change the bill of materials for many recipes. As to whether Turbine will make another pass to analyze the crafting XP given for each recipe. Adjust the values again. No idea.

    No matter what Turbine does there is always going to be recipes that are optimal or near optimal for crafting XP generation. There are going to be other recipes that are very inefficient.

    I wish Turbine would go to a system similar to the crafting guilds. You want to level your crafter. You have to run the training recipes. Turn the Bind On Acquire barter items in for your XP. This method would solve two problems:

    1) Flooding the market with low cost non-critical products
    2) Make is easy to balance the bill of materials and crafting XP.
    But this would also flood the market with a wackload of resources. Even with all the time at cap (50, and now 65), I don't think I've used nearly as many resources crafting crit items as I did leveling up the tiers.

    If they used cooldowns, this would also cause a huge problem. I do most of my craft leveling in huge batches, mine 800 ore and let it go overnight (or till the tools break)... Log in the morning, finish the ore, start the components, drive my son to school, come home, repair tools, start the next components, do the dishes, laundry, etc, finish the weapons.

  6. #6
    Join Date
    Jun 2007
    Posts
    35,979

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    Quote Originally Posted by Kril View Post
    But this would also flood the market with a wackload of resources. Even with all the time at cap (50, and now 65), I don't think I've used nearly as many resources crafting crit items as I did leveling up the tiers.
    Why? You still need the same number of resources. You consume them for crafting XP. It should increase demand for resources. There is no saved components to make critical result products after you master the tier. Nobody has got 40 hope tokens to give away or sell like I did. I must have made 150 of them. Two packs of hope tokens. They only stack five deep. Everywhere I turned there stacks of these tokens.

    Back when I was training my weapon smith. I made gobs of the lure traps. I could not give them away.
    Quote Originally Posted by Kril View Post
    If they used cooldowns, this would also cause a huge problem.
    Cool downs would be a change to the existing mechanism to grind out a bronze or gold anvil all in one sitting. I do not think you going to find many customers that would be pleased if it took 14 days to complete a tier.

    Since there is no cool downs, there is no need for multiple recipes. One recipe for a tier is sufficient.
    Last edited by Yula_the_Mighty; May 13 2010 at 09:57 PM.
    Unless stated otherwise, all content in this post is My Personal Opinion.

  7. #7
    Join Date
    May 2007
    Posts
    67

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    For making the triple trap, bear trap and burg consumables 2 K-steel are required at Tier 6, you can get up to 14 points towards master from 4 K-iron so for 4 points for consumables vs 14 from crafting a useless weapon that nobody is going to buy.
    As for lure traps they require a crit by-product from another craft and a 6-10 S per combine money sink, can level up fast that way if you have the money but most don't have that kinda money. I'm not looking for a fast way to mastery, I already know the fast way to mastery, I just agree the mastery point return per crafted trap is wayyyyy too low

  8. #8

    Re: 2 Points per Trap? Really....? Is this some kind of Joke?

    From the patch notes today

    Corrected an issue where all Supreme Weaponsmith class item recipes for traps, tricks, and shield-spikes were awarding 2 points of crafting experience. These recipes should now all properly award 6 points of crafting experience.
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