EQ1: Why can't I train in Research skill?

G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

Hi All

Has there been a change in game mechanics or something? I have a
Necro with a 65 skill in it, but my guildmaster no longer has it
available on his list, meaning I cannot spend any points to raise it
higher. Most odd :(


Palindrome
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

Palindrome <damon-nomad@tiscali.co.uk> wrote:
: Hi All
:
: Has there been a change in game mechanics or something? I have a
: Necro with a 65 skill in it, but my guildmaster no longer has it
: available on his list, meaning I cannot spend any points to raise it
: higher. Most odd :(

Yup, I heard someone yelling about it the other day. Checked some
guildmasters, no research. I know that some of them never had it as a
trainable skill, so I checked some more (including hometown and some
that I guarantee had it, as I can find myself training it there in my
log files), and none offered it. I guess they messed something up when
they were increasing the cap on regular tradeskills with DoN release.

Hugh
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

Palindrome <damon-nomad@tiscali.co.uk> wrote in
news:n5pr111ld8ses4l5asp5fn4p79ldnihj61@4ax.com:

> Hi All
>
> Has there been a change in game mechanics or something? I have a
> Necro with a 65 skill in it, but my guildmaster no longer has it
> available on his list, meaning I cannot spend any points to raise it
> higher. Most odd :(
>

Perhaps they fixed it to bring it inline with the other tradeskills, where
you are forced to spend endless hours training them up by making useless
items that you cannot sell to anyone...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 26 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 26 Provisioner
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

Hughie MacAngus <hughie-200502@grfb.com> wrote in news:cvkqi2$k4p$1
@enyo.uwa.edu.au:

> Palindrome <damon-nomad@tiscali.co.uk> wrote:
>: Hi All
>:
>: Has there been a change in game mechanics or something? I have a
>: Necro with a 65 skill in it, but my guildmaster no longer has it
>: available on his list, meaning I cannot spend any points to raise it
>: higher. Most odd :(
>
> Yup, I heard someone yelling about it the other day. Checked some
> guildmasters, no research. I know that some of them never had it as a
> trainable skill, so I checked some more (including hometown and some
> that I guarantee had it, as I can find myself training it there in my
> log files), and none offered it. I guess they messed something up when
> they were increasing the cap on regular tradeskills with DoN release.
>

Not sure that it was messed up so much as brought in line with the other
tradeskills...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 26 Dwarven Mystic, 23 Sage
Aviv, 13 Gnome Brawler, 26 Provisioner
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

On Thu, 24 Feb 2005 15:06:44 +0000 (UTC), Hughie MacAngus
<hughie-200502@grfb.com> wrote:

>Palindrome <damon-nomad@tiscali.co.uk> wrote:
>: Hi All
>:
>: Has there been a change in game mechanics or something? I have a
>: Necro with a 65 skill in it, but my guildmaster no longer has it
>: available on his list, meaning I cannot spend any points to raise it
>: higher. Most odd :(
>
>Yup, I heard someone yelling about it the other day. Checked some
>guildmasters, no research....

Thanks Hugh - at least I know it's not just me :)

Palindrome
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

On 24 Feb 2005 15:12:08 GMT, Graeme Faelban
<RichardRapier@netscape.net> wrote:

>Palindrome <damon-nomad@tiscali.co.uk> wrote in
>news:n5pr111ld8ses4l5asp5fn4p79ldnihj61@4ax.com:
>
>> Hi All
>>
>> Has there been a change in game mechanics or something? I have a
>> Necro with a 65 skill in it, but my guildmaster no longer has it
>> available on his list, meaning I cannot spend any points to raise it
>> higher. Most odd :(
>>
>
>Perhaps they fixed it to bring it inline with the other tradeskills, where
>you are forced to spend endless hours training them up by making useless
>items that you cannot sell to anyone...

I dread to think... You are probably right, but I hope there's a way
to do it that doesn't involve paying a few hundred apiece for
essential Words!


Palindrome
 

user

Splendid
Dec 26, 2003
3,943
0
22,780
Archived from groups: alt.games.everquest (More info?)

In article <lurr119j4kukhsnp2ttv9iild9fv7kp46s@4ax.com>, damon-
nomad@tiscali.co.uk says...
> On 24 Feb 2005 15:12:08 GMT, Graeme Faelban
> <RichardRapier@netscape.net> wrote:
>
> >Palindrome <damon-nomad@tiscali.co.uk> wrote in
> >news:n5pr111ld8ses4l5asp5fn4p79ldnihj61@4ax.com:
> >
> >> Hi All
> >>
> >> Has there been a change in game mechanics or something? I have a
> >> Necro with a 65 skill in it, but my guildmaster no longer has it
> >> available on his list, meaning I cannot spend any points to raise it
> >> higher. Most odd :(
> >>
> >
> >Perhaps they fixed it to bring it inline with the other tradeskills, where
> >you are forced to spend endless hours training them up by making useless
> >items that you cannot sell to anyone...
>
> I dread to think... You are probably right, but I hope there's a way
> to do it that doesn't involve paying a few hundred apiece for
> essential Words!

Level cap was removed ... your level 20 Enc can now have 200 skill!

Ability to train has been removed. (This is clearly intentional.)
Although I'm not sure how you are supposed to get your first point in it
now.

Rumour has it this will allow them to create a research 'trophy' and
other interesting items in line with the other research skills.

Its a bit of a burn for htose, like myself, with casters that simply
hadn't gotten around to training them up and suddenly can't. Not sure
what I'm going to do with the 300 training points I have available... :(

Given the already ridiculous price of words... its definately going to
hit new int casters pretty hard.

On the upside, the swatch patterns should be closely looked at for
anyone looking to raise skill, as you only need one mob drop for them.

Additionally, the long maligned practice runes might actually be an
economical and effective way to get skill ups now. Unlike words, at
least I know where I can go to reliably farm shark skins, giant toes,
etc...
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

On 24 Feb 2005 15:12:08 GMT, Graeme Faelban
<RichardRapier@netscape.net> wrote:

>Palindrome <damon-nomad@tiscali.co.uk> wrote in
>news:n5pr111ld8ses4l5asp5fn4p79ldnihj61@4ax.com:
>
>> Hi All
>>
>> Has there been a change in game mechanics or something? I have a
>> Necro with a 65 skill in it, but my guildmaster no longer has it
>> available on his list, meaning I cannot spend any points to raise it
>> higher. Most odd :(
>>
>
>Perhaps they fixed it to bring it inline with the other tradeskills, where
>you are forced to spend endless hours training them up by making useless
>items that you cannot sell to anyone...

You're right.There is a posting from a developer on the Sony boards,
sorry its very late and I am too lazy to search for link.Though he
didnt mention "spend endless hours training them up by making useless
items". :)
Seriously,as usual they didnt think it to the end,while I can raise
every other tradeskill to 150 or even nearly 200 with vendor bought
components or very easy to farm stuff,there are no components
easily available to raise research afaik.It was mentioned in the
posting,that trainers will only train it up to 21 like every other
trade skill.
Yeah Sony,thats the way to go,make the game harder for
newbies,a sure way to attract new customers. :p

Melldur
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

On Fri, 25 Feb 2005 01:34:48 GMT, 42 wrote:

> Additionally, the long maligned practice runes might actually be an
> economical and effective way to get skill ups now. Unlike words, at
> least I know where I can go to reliably farm shark skins, giant toes,
> etc...

Along with a thousand others... crag spiders anyone? Maybe it'll be better
with the server populations falling off.
--
RJB
2/25/2005 9:27:19 AM

"Wars have never hurt anybody except the people who die."
-Salvador Dali
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

42 <nospam@nospam.com> wrote in
news:MPG.1c88209cfd3ea258989a4f@shawnews:

> In article <lurr119j4kukhsnp2ttv9iild9fv7kp46s@4ax.com>, damon-
> nomad@tiscali.co.uk says...
>> On 24 Feb 2005 15:12:08 GMT, Graeme Faelban
>> <RichardRapier@netscape.net> wrote:
>>
>> >Palindrome <damon-nomad@tiscali.co.uk> wrote in
>> >news:n5pr111ld8ses4l5asp5fn4p79ldnihj61@4ax.com:
>> >
>> >> Hi All
>> >>
>> >> Has there been a change in game mechanics or something? I have a
>> >> Necro with a 65 skill in it, but my guildmaster no longer has it
>> >> available on his list, meaning I cannot spend any points to raise
>> >> it higher. Most odd :(
>> >>
>> >
>> >Perhaps they fixed it to bring it inline with the other tradeskills,
>> >where you are forced to spend endless hours training them up by
>> >making useless items that you cannot sell to anyone...
>>
>> I dread to think... You are probably right, but I hope there's a way
>> to do it that doesn't involve paying a few hundred apiece for
>> essential Words!
>
> Level cap was removed ... your level 20 Enc can now have 200 skill!
>
> Ability to train has been removed. (This is clearly intentional.)
> Although I'm not sure how you are supposed to get your first point in
> it now.

Well, you can get it in other tradeskills by just doing combines.

>
> Rumour has it this will allow them to create a research 'trophy' and
> other interesting items in line with the other research skills.

Alchemy had a trophy while the cap was 200, I made mine.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 26 Dwarven Mystic, 23 Sage
Aviv, 13 Gnome Brawler, 26 Provisioner
 
G

Guest

Guest
Archived from groups: alt.games.everquest (More info?)

Hippie Ramone <kdeacon@scrye.com> wrote:
: Part of the problem is, unless there has been a change within a this past
: year or so on basic spell research, that there was no set of research
: combines that could raise the research skill to 200. The research trade
: skiller *must* use training points at the end to get to 200.
:
: The hardest spell research for the Luclin spells capped out at like 180
: to my memory. The PoP research combines capped out at not much higher.

Wizard spells (only ones I've checked) trivial at 202 for the level 55
spells, all the way up to a massive 227 for the level 60 spells. If
you're looking at bazaar prices, the components will cost me anywhere
between 500pp to 15kpp per combine (at current prices - this change may
affect the market somewhat), with spell resale values typically half or
less of the component costs (except for the level 60 nukes which command
good prices, but not a high resale quantity). Again, I didn't check the
pricing for non-wiz spells.
If you buy them off NPC merchants (I recommend checking the LDoN
Maguses plus the closest merchants in PoK to port-in and main bank),
it's 10-15ish pp a component, if you're lucky enough to find the higher
ones.

This change could work out OK. If they add new recipes, possibly for
castable scrolls or other tradeskill ingredients that would be good.
Perhaps even letting any int caster research the other classes spells
(we can already research wis caster spells, so why not). And now that I
think about it, they need to redo the low level research quests. They
set up the list of ingredients long before they revamped the newbie
zones with the full newbie armour quests. So there are now a bunch of
mobs there dropping other stuff, effectively nerfing the drop rate for
the research quests significantly.

On the bright side, if and when they add recipes with higher trivials, I
can finally work towards the 'Expert Researcher' title that was denied
us for so long.

Hugh (research 204 and counting)
 

user

Splendid
Dec 26, 2003
3,943
0
22,780
Archived from groups: alt.games.everquest (More info?)

In article <Xns960850DF5FA2Arichardrapiernetscap@130.133.1.4>,
RichardRapier@netscape.net says...

> > Ability to train has been removed. (This is clearly intentional.)
> > Although I'm not sure how you are supposed to get your first point in
> > it now.
>
> Well, you can get it in other tradeskills by just doing combines.

Any TS that has a minimum level before you can start it must be trained
initialy at a Guildmaster.

> >
> > Rumour has it this will allow them to create a research 'trophy' and
> > other interesting items in line with the other research skills.
>
> Alchemy had a trophy while the cap was 200, I made mine.

But Alchemy wasn't trainable to 200 at the guildmaster.
 

user

Splendid
Dec 26, 2003
3,943
0
22,780
Archived from groups: alt.games.everquest (More info?)

In article <13rbafi94bgdo.dlg@ID-221573.user.individual.net>,
robartle@NOSPAM.hotmail.com says...
> On Fri, 25 Feb 2005 01:34:48 GMT, 42 wrote:
>
> > Additionally, the long maligned practice runes might actually be an
> > economical and effective way to get skill ups now. Unlike words, at
> > least I know where I can go to reliably farm shark skins, giant toes,
> > etc...
>
> Along with a thousand others... crag spiders anyone? Maybe it'll be better
> with the server populations falling off.
>

/shrug

I expect they will be adding recipes. It sounds like they made the
changes to allow them to actually develop the skill; not just F**K
everyone over.