Backpacks on Test: Now Bigger

Discussion in 'Tradeskill Discussion' started by ARCHIVED-Xalmat, Nov 6, 2009.

  1. ARCHIVED-perkins007 Guest

    Instead of redoing all the old boxes/bags why dont you just fix boxes in tier 9.
    Make tier 9 boxes equipable in BANK ONLY and make them bigger then bags.
    Inregards to space management people only use the highest tier/largest anyway.
  2. ARCHIVED-tayljerr Guest

    The current changes DO change all existing bags. If they are already putting in the effort to try and bring balance, why not take a little more time, using mechanics that already exist, and improve what we have. Crimsonblade, in regards to your statement "Inregards to space management people only use the highest tier/largest anyway." This is simply not true. Several people have been asking for more ways to sort and organize their inventory space.
    You may not see the need or point, but that doesn't mean that other players wouldn't find those bags useful or even desirable compared to the options we currently have. New players, and new alts created on different servers are also in need of the lower tier/cheaper options.
  3. ARCHIVED-Meirril Guest

    Cinnimon wrote:
    First, this is the wrong place to be asking about heritage quest items. That topic really needs its own thread in a different forum. I do agree that quest reward bags are going to need a revamp too. If your able to make 8 slot tier 1 bags, but all your tier 1 quests and merchants offer 4 slot bags...its kinda silly. The same for the claimed bag. The same for quest reward bags. They don't need to basically double in size (which is what is happening) but staying comprable with tailored bags of the same tier would be kind of a minimum for desirability.
    Also a decent idea would be upgrade quests for some of the larger old bags. I'd love to see a new Wanita Harvesting bag with a level 80 or 90 tradeskill level needed. Maybe a collection of collection reward bags to reward a 50 slot bag? How about a follow up quest to fomby's that takes you into Runnyeye: The gathering that allows you to expand your evil eye bag?
  4. ARCHIVED-MurFalad Guest

    Crimsonblade@Crushbone wrote:
    I'd like to see this too, and maybe a slight weight increase for older box's and people will move away from them as the newer tier appears. Then make T9 backpacks not useable in banks and both markets are protected, plus it makes sense from a role playing perspective.

    I still think there are way too many slots now on bags/boxes, I'd rather see some more auto organising specialist bags myself, rooting around through 100-200 items to figure out what I can get rid of could be made a bit smoother I think.
  5. ARCHIVED-Bratface Guest

    Arphenion@Crushbone wrote:
    People do want to have better ways to organize the space they have but no one wants to give up their inventory space. We should not have to give up one to get the other.
    It doesn't matter what specialty bags are available I will still use the largest I can get so that I have maximum storage capability, I don't even use my wantia bag anymore on any toon except my prov, and that's only because she has to carry the prov harvest that dont fit in the depot, other than that it's a waste for all my toons because I can have more space, that anything can go in, with boxes.
    But I do use my tink bag because I need WR on my healers and casters for the heavy stuff they carry around, boxes bring them right up to the line of encumberment, which is stupid.
  6. ARCHIVED-Jardon Guest

    Until or unless them come up with a way to move the entire contents of one bag/box to another bag/box, I am totally against making boxes bank only, or bags inventory only, because when I go I a shinny hunt and fill one or two boxes, I get back to the bank and switch the full boxes in my inventory with empty boxes in the bank, so I can easily trade/check if alts need any of the shinnys. I do the same thing with harvest materials and transmutting fodder.
    With out a way to transfer the entire contents of a box/bag, and not allowing me to just switch, I am then forced to move 36+ items one at a time. NO THANK YOU.
    So, please until there is a way to handle this issue, stop asking for bank only or inventory only containers, they don't work for some of us.
    Thanks
  7. ARCHIVED-Kigneer Guest

    DominoDev wrote:
    The only issue between the backpacks and strongboxes for mass sells would be the availability of mats. There's a reason pelts are so common and sell for 2c, compared to wood and that's the availability of nodes. In T8 there's only one good place to harvest redwood, and the respawn timer is slower than the dens (especially around the Tatterback gorillas, where the dens will repop back so fast that I can't finish harvesting the immediate area before they repop). Could harvest all over Seb and still have to wait for repops for lumber.
    But tailors do make a lot of money. My low level tailor makes more than any other alt I have and only selling one item at that, where the Master Carpenter it's situational (when there's some demand). This change will just make having strongboxes obsolete, as it's easier even on the mat issue to make backpacks (2c pelts galore vs 2s+ lumber).
  8. ARCHIVED-Qandor Guest

    Kigneer wrote:
    Your low level tailor selling one item makes a lot of money? First of all, please define "a lot of money". Not really interested in what you are making. Not trying to obtain any trade secrets. It is just that terms such as "a lot of money" are meaningless in themselves.
    Secondly, you can take any analysis based on prices of T8 mats and throw that out the window come Feb 16th. People are going to be having sticker shock when they see the prices for common T9 mats (all of them) for at least the first month of the expansion launch.
    Thirdly, when it comes to backpacks and boxes, anyone who has great plans to make a killing or derive any appreciable income from either is deluding themselves. Folks as usual will undercut each other to the point where they will be barely covering their expenses in making them.
    In summation, this backpack/box debate in terms of economics is ridiculous. There was a time, way back when, maybe the first year or two of the games existence, when you could derive a reasonable income from making bags and boxes. That was long before everyone and his brother had squads of maxed crafters. That ship has sailed.
  9. ARCHIVED-Trellium Guest

    Meirril wrote:
    I agree with everything including that this is a slight hijack of the thread. But, since the bags changes do have an impact on the quested bags utility, I won't penalize you 12 donuts this time!
    The tradeskill bags I think Domino will balance out fine. Sounds like she is monitoring the sales and useage even after it goes live and willing to tweak. That's great, and I always like to hear Domino's point of view.
    With the quested bags it would be nice to have new quests that upgrade them. We have few of those types of quests in EQ2 in general. Maybe its because of game issues if you want a new quest bag but its the last of several you have to do and they are all grey quests to you by then. But, since they recently added self mentoring I think that issue goes away.
  10. ARCHIVED-Riku Guest

    Whether it's been suggested or not, why not make strongboxes the big daddy of banks?
    Knock the carrying weight up a SMACK ton (to around 5k to stop them from being used by high str classes?) bit unrealistic, but at least it'd give them a use aswell as bags and won't rely on the "whatever is cheaper" function.

    Razgar@Antonia Bayle wrote:
    Don't get me wrong, i see where you're coming from here as i do a similar thing, but i feel that making strongboxes bank only, knocking up the size and weight so they can't be carried by your average scouts/tanks would make Strongboxes suitable aswell as bags.

    Saying that you don't want to move 36 items out one at a time is just being lazy, and probably won't be considered in the initial idea.
  11. ARCHIVED-Trellium Guest

    Marithyr@Venekor wrote:
    It's lazy? You do realize that people play this game to BE LAZY? If they wanted to work there is overtime and a second job as alternatives. Or going to the inlaws. Or building a new septic field.
    I play to have fun, to go hunt. I don't enjoy playing stupid mechanics, bad user interfaces, or repetitive actions that greatly increase the carpal pain. There is absolutely no reason to send this game back to 1999.
  12. ARCHIVED-Kigneer Guest

    Qandor wrote:
    Yep, pretty decent plat.
    Domino is right about tailors making money, they can, and unlike Provies their gear sells for more with less work.
    BTW, the mats won't be that much more expensive in T9, simply because so many people will be collecting it, and they always have some area that is low-adventure friendly to do just that. There will be 2c mats in that tier as well as harvesters have to dump the stacks somewhere.
    Furthermore, if you're still having problems with undercutters, you really need to spend more time studying the market. I'm in no hurry and will wait for the undercutters to burn out, meanwhile sell other things to compensate for any shortfall.
    In summation, it's all about economics. Trading is always like that, and has been since mankind traded for the first time.
  13. ARCHIVED-bks6721 Guest

    Qandor wrote:
    I can still sell 20 T8 bags a day. Tiers 2-4 Tailored MC still makes really good money. Buy good, I mean T2 @ 50-70g each peice. Tier 3&4 @ 80g+ for each peice.
    I have 3 Level 80 adventures that are fed money from my 25Illy/80Tailor.
    I don't think anyone is gonna make a killing since all previously made bags will get bigger. IE.. won't need to buy NEW ones.
  14. ARCHIVED-Kigneer Guest

    Pauly@Befallen wrote:
    Unlike T8 tailored items that can sit for weeks not moving, I have to check daily to see if items are gone. So yes, low level tailors make plenty of plat...3x to 4x the price of the rare even (can't get those margins with T8 rares). By harvesting my own mats/rares/imbuing material, the only tax is the cost of fuel. So the profit is outstanding.
    Just another thread of more "know-it-alls" not knowing much about retailing. Inventory that sits looking pretty @ 4p an item doesn't make plat sitting in a crate, have to hussle and move inventory.
  15. ARCHIVED-Meirril Guest

    Kigneer wrote:
    There is a better place to harvest wood in JW. The only reason t8 wood sells for more than t8 leather is because people make things out of T8 common lumber. There is a glut of t8 leather simply because of the low demand for common leather products. Early in RoK when people were leveling tailors, it was the highest priced common raw where wood was somewhere in the middle of the pack. You could attribute that to tailors being more popular than woodworkers and carpenters, but I think wood gets used more than leather.
  16. ARCHIVED-Meirril Guest

    Kigneer wrote:
    Ok, see Pauly's post just below the post I'm quoting here? THAT is an answer to the question that you were asked. Just restating "I can make money" when someone asks you "how much we talking about here?" is NOT an answer.
    Also saying "Tailors can make more than provies" doesn't mean anything when we're talking about bags. It is also class design between the two of them. If you want provies to be more like tailors, then you'd make a permanent food from a rare ingredient that I buy when I hit level 80 and I'll buy a new one when I hit 90. Try to understand the basic mechanics of how a class works before making compairsons between apples and oranges.
    The first week of SF you won't see a single common t9 raw on the broker for less than 10s. There will be hours where the cheapest t9 raw on the broker will be just under 1g. With the amount of cash going around, you might even see raw prices driven up to 1g for the cheap ones. Any rare will go for a minimum of 10p, and spell rares will go for at least 20p. This is all based on past experience, and the huge inflation we've seen in plat in t8. My numbers might be too low.
    And your absolutely right about undercutters, as long as they can't keep up the supply and everybody else doesn't match their prices. If its absurdly cheap, you can always buy and resell, assuming the supply isn't too big and your demand will meet it.
  17. ARCHIVED-Meirril Guest

    Kigneer wrote:
    For the time investment, t8 adventuring is not only more fun it is also more profitable.
    Your also showing what it means to know your market, which requires research and constantly looking for market fluxuations. If someone else moves into your market, or if your supply of rares starts to dry up, or if it starts getting saturated. I'm perty sure you know all this.
    Most of the tradeskills that make durable goods do fine selling in low tiers. t2-7 is the main market for most tradeskills and there are a lot of stubbron people in crafting that HATE that. They want to do just as well in t8 (and the upcomming t9) as they do the rest because people are willing to pay the most for top end gear. While I like the idea, I also realize that current itemization doesn't allow for it unless crafting components become harder to obtain than banging rocks in overland zones. Quite simply put, its too easy to obtain and you can get it in unlimited quantities if everybody starts banging rocks in every available zone. Thus my push for tradeskill instances in the first place. Thus also my continued desire for improvements on the instance model we have now, and the possability of eventual tradeskill raids.
    It doesn't hurt to dream big.
  18. ARCHIVED-Kigneer Guest

    Meirril wrote:
    What was available to RoK early isn't what's available now. Dens repop at a rate that makes harvesting just the area by the Tatterbacks, 1/2 the time to harvest redwood of the same amount. This translates to a pelt glut in the market, where there's so much that harvesters have to dump the excess.
    Redwood there is no excess due to the slower respawn timers making the volume less. Like I said, I can harvest just around that tatterback area, a small patch between the temple and cave, and by the time I get from one side to the other, the dens would've repopped. Redwood, can harvest all the nodes in Outer Seb and just outside the gate, and would still have to wait for respawns. So I do a run there, fly back to Abandoned Village and harvest plants than waiting for the redwoods to respawn again.
  19. ARCHIVED-Deson Guest

    Kigneer wrote:
    When did nodes get different repawns? You sure it's not another factor?
  20. ARCHIVED-Calthine Guest

    Deson wrote:
    In olde world zones (the launch zones), all nodes but fish share spawns. DoF forward, each node is on it's own spawn and they tend to be in "logical" places, like lumber near trees and rocks hear cliffs.