PDA

View Full Version : Learning recipes past 100 skill?



jeru
05-09-2011, 09:40 PM
I was getting ready for the patch (whenever that is to be announced) where architecture gates/doors will be introduced. I had purposely stopped raising my architecture (stopped at 70) because of this single fear factor...What if I were say 100 in Architecture. Not to be redundant, but for those of you not familiar with archi, you only learn recipes once you gain a skill point (and most of the time you don't learn anything and just gain the point). My point being if you are maxed at 100 architecture you could theoretically never learn the new gates/doors in this upcoming patch. I would like to know if anyone from NG can shed some light onto this issue. Will these new recipes be available via recipe book instead? (doubtful since there are no current architecture nor basketry basket/pouch recipes). Thanks, looking forward to these new structures :cool:

ColonelTEE3
05-09-2011, 11:47 PM
FEAR FACTOR!








no this was not a constructive post

Osirrus
05-10-2011, 02:09 AM
I too would like a clear answer on this please Devs :)

arashisr
05-10-2011, 01:54 PM
The Devs have stated that a teaching system will be going into place in the future. Giving players the ability to pass on their recipes to others. They have also stated that new recipes will be given to a few high skilled players first and from them the knowledge will be passed on to others. This is from previous vision posts.

Book
05-10-2011, 02:02 PM
Question: If it's only related to skill points rather than practice, does that mean I would learn new recipes automatically by dumping leveling points into Architecture? I thought new recipes dropped depending on what path is set for your individual toon upon creation and what is used to grind...

jeru
05-10-2011, 02:14 PM
Question: If it's only related to skill points rather than practice, does that mean I would learn new recipes automatically by dumping leveling points into Architecture? I thought new recipes dropped depending on what path is set for your individual toon upon creation and what is used to grind...

Hey Book I have tried this route. Putting points into architecture does NOT help you learn any new recipes....however, it does help unlock new tiers of recipes. For example Architecture - XsyonWiki (http://www.xsyonwiki.net/xsyon/index.php?title=Architecture&oldid=527) lists every recipe in the game. If you are not at least the level of the recipe, you cannot possibly learn it. So a Chief Tent requires 50 architecture, and say someone with architecture of 25 would have to level up 25 times to even unlock that tier of recipe. Hope this explains why you should not put points into Architecture, as you possibly passed up a recipe you may never have a chance to learn (I still have yet to learn freaking Rough Branch Barricade.....)

Book
05-10-2011, 02:24 PM
Hey Book I have tried this route. Putting points into architecture does NOT help you learn any new recipes....however, it does help unlock new tiers of recipes. For example Architecture - XsyonWiki (http://www.xsyonwiki.net/xsyon/index.php?title=Architecture&oldid=527) lists every recipe in the game. If you are not at least the level of the recipe, you cannot possibly learn it. So a Chief Tent requires 50 architecture, and say someone with architecture of 25 would have to level up 25 times to even unlock that tier of recipe. Hope this explains why you should not put points into Architecture, as you possibly passed up a recipe you may never have a chance to learn (I still have yet to learn freaking Rough Branch Barricade.....)

Whoa, thank you very much for that info! Hope we find out about your question as to what happens after 100 with new recipes too.

Thanks.

Aiden
05-10-2011, 02:35 PM
Hey Book I have tried this route. Putting points into architecture does NOT help you learn any new recipes....however, it does help unlock new tiers of recipes. For example Architecture - XsyonWiki (http://www.xsyonwiki.net/xsyon/index.php?title=Architecture&oldid=527) lists every recipe in the game. If you are not at least the level of the recipe, you cannot possibly learn it. So a Chief Tent requires 50 architecture, and say someone with architecture of 25 would have to level up 25 times to even unlock that tier of recipe. Hope this explains why you should not put points into Architecture, as you possibly passed up a recipe you may never have a chance to learn (I still have yet to learn freaking Rough Branch Barricade.....)

The only problem with this is that the information appears to be inaccurate. My architecture is only at 8, but, while building my pins and storage areas with Rough Branch Barricades, I've learned three recipes (on for each point) that that website says I shouldn't be able to learn for another 27+ points.

Not sure if it's outdated, intended to be working and not, or just wrong, but it's definitely not right at the moment. :):)

MrDDT
05-10-2011, 02:43 PM
IMO a simple fix to this would be allow ALL recipes to be found and NOT learned through skilling.
This would promote trade.

Also recipes should be common based on the skill level.
IE. Level 20 skill recipe would be 40x more common than a level 60 skill recipe.
IE. Level 60 skill recipe would be 30x more common than a level 90 recipe.
IE. Level 90 skill recipe would be 10x more common than a level 100 recipe.

These numbers can be tweaked of course just a basic idea to start with. This would promote trade of recipes between masters. Also it would make some masters in a craft making one of the items @ 100 skill one of the major resources. Because others that trained up a skill might not have say 100 level Bone Helmet recipe, while another would.

It would also make it so that tribes would put more thought into who in the tribe learned what. Making roles in tribes a lot better.

I still think there should be basic recipes you learn for skilling but really they shouldnt have anything to do with producing anything. Like when I train to do say tailoring, I wouldnt make wedding dresses, but I would start off training my cross-stitch, which was used in wedding dresses. (FYI I know nothing of tailoring).
So you could train your tailoring skill by either doing a cross-stitch at level 30 to about 50ish, then learn another training skill. Or you could make items. Items would yield faster gains per item (because they would take more resources) but you could goto the next stage by training the training skills.

Im really upset with how crafting the LOWEST easiest resource item. Will allow you to go from 5 to 100. Look at bone crafting. Level 5 in the skill I make bone stakes. 1 round bone, and a knife. Ive been doing this for a week now. Im at 60+ bone-crafting now. Never made ANYTHING other than a bone stake. That doesnt make sense. At this rate I will be a MASTER in bone-crafting and the ONLY thing Ive ever made were bone stakes.

My system would promote making items that are higher level while still allowing for training of easy to do things. Giving the choice of either full items, or basic training items that were worthless afterwards with a much lessor reward for training per item.
I know depending on what resources I had, I would do either or, or both. Which means thats a good system.

jeru
05-10-2011, 04:08 PM
The only problem with this is that the information appears to be inaccurate. My architecture is only at 8, but, while building my pins and storage areas with Rough Branch Barricades, I've learned three recipes (on for each point) that that website says I shouldn't be able to learn for another 27+ points.

Not sure if it's outdated, intended to be working and not, or just wrong, but it's definitely not right at the moment. :):)

I'm pretty sure its just outdated. Heck I remember in beta you could start as a new character and have chief teepee as a possible starting recipe. lots of changes since then tho : /

Nice suggestion DDT - agree how it is kind of rediculous grinding the same starting recipe, player can lose interest very fast doing this.

Aiden
05-10-2011, 04:28 PM
I'm pretty sure its just outdated. Heck I remember in beta you could start as a new character and have chief teepee as a possible starting recipe. lots of changes since then tho : /

Nice suggestion DDT - agree how it is kind of rediculous grinding the same starting recipe, player can lose interest very fast doing this.

I definitely think the system needs to be altered a bit. Even with a soft-cap (Dez confirmed there is one of some kind in place) on points, it's ridiculously easy to obtain recipes and max out a skill. I've only been playing for five days and I'm a 75 skill Basketeer with all of the recipes completed (except the baskets I didn't start with), a 50 Toolcrafter with all recipes (124), and all I haven't done any "grinding". I did Basketry in order to learn the Gatherer's and Assault suits and to make myself and others baskets and the toolcrafting to get the tools I needed to to make tools for others asking for them.

I figure by the end of next weekend I'll have both close to maxed out...which is good because the grind isn't huge, but at the same time, if everyone can master 2,3 or even more crafts in such a short time, it might hurt trade/interaction.

On Topic: I don't know about your initial question Rambo. My chosen professions resulted in me having all known recipes before 70 skill, so I won't be able to answer that question for you even after I do hit 100. :(

boomer0901
05-10-2011, 05:22 PM
IMO a simple fix to this would be allow ALL recipes to be found and NOT learned through skilling.
This would promote trade.

Also recipes should be common based on the skill level.
IE. Level 20 skill recipe would be 40x more common than a level 60 skill recipe.
IE. Level 60 skill recipe would be 30x more common than a level 90 recipe.
IE. Level 90 skill recipe would be 10x more common than a level 100 recipe.

These numbers can be tweaked of course just a basic idea to start with. This would promote trade of recipes between masters. Also it would make some masters in a craft making one of the items @ 100 skill one of the major resources. Because others that trained up a skill might not have say 100 level Bone Helmet recipe, while another would.

It would also make it so that tribes would put more thought into who in the tribe learned what. Making roles in tribes a lot better.

I still think there should be basic recipes you learn for skilling but really they shouldnt have anything to do with producing anything. Like when I train to do say tailoring, I wouldnt make wedding dresses, but I would start off training my cross-stitch, which was used in wedding dresses. (FYI I know nothing of tailoring).
So you could train your tailoring skill by either doing a cross-stitch at level 30 to about 50ish, then learn another training skill. Or you could make items. Items would yield faster gains per item (because they would take more resources) but you could goto the next stage by training the training skills.

Im really upset with how crafting the LOWEST easiest resource item. Will allow you to go from 5 to 100. Look at bone crafting. Level 5 in the skill I make bone stakes. 1 round bone, and a knife. Ive been doing this for a week now. Im at 60+ bone-crafting now. Never made ANYTHING other than a bone stake. That doesnt make sense. At this rate I will be a MASTER in bone-crafting and the ONLY thing Ive ever made were bone stakes.

My system would promote making items that are higher level while still allowing for training of easy to do things. Giving the choice of either full items, or basic training items that were worthless afterwards with a much lessor reward for training per item.
I know depending on what resources I had, I would do either or, or both. Which means thats a good system.

Agreed and I think most of my guild agrees with that also I've gone from lv 5-70 tailoring making twine. And same for leather making collars or leather straps, tool crafing same, 5-70 with making a foragers lasher. Way to easy, I like the idea of finding recipes or sharing knowledge or a recipe makes more sense.

Larsa
05-11-2011, 02:31 AM
IMO a simple fix to this would be allow ALL recipes to be found and NOT learned through skilling.
This would promote trade. ...Indeed, and such a system has been suggested before, multiple times even. Sadly, just changing the system now has practically no effect cause many people already have all recipes. I can't see how a new recipe system could be introduced without a server wipe.

MrDDT
05-11-2011, 07:51 AM
Indeed, and such a system has been suggested before, multiple times even. Sadly, just changing the system now has practically no effect cause many people already have all recipes. I can't see how a new recipe system could be introduced without a server wipe.

Sure it can. These could be the "basic" trade skills, what about advanced armor and weapons and tools?

All they have to do is add a subset of a craft and allow those to be rare and harder to find. Leave the basics in for other stuff. I believe already they do plan to have subsets of these skills.

Like "advanced armor crafting" which would allow for upgrading armor already made armor and to make armor out of rare mats that are better than our current armor.

Recon99
05-11-2011, 07:06 PM
Sure it can. These could be the "basic" trade skills, what about advanced armor and weapons and tools?

All they have to do is add a subset of a craft and allow those to be rare and harder to find. Leave the basics in for other stuff. I believe already they do plan to have subsets of these skills.

Like "advanced armor crafting" which would allow for upgrading armor already made armor and to make armor out of rare mats that are better than our current armor.

I totally agree, this is what they should do absolutely. Make these the basic skills that branch off into more advanced, harder to level advanced more specialised branches i.e

once hitting 100 weaponcraft be eligible to branch into: advanced swordcraft, hammercraft, axecraft etc. Aswell as only being able to level these skills through making items that the mats are hard to gather thus making it a very useful skill because not everyone will be maxed out 100

Saorlan
05-12-2011, 05:04 AM
Nice ideas but it is all too late, the game has been released and people already have skills of 100 so if you changed the system now then you would just get complaints.

All of these things needed to have been thought about 12 months ago...

This thread is pointless.

dezgard
05-12-2011, 06:08 AM
recipes are there for this propose.

MrDDT
05-12-2011, 06:33 AM
recipes are there for this propose.

Solves the puzzle. "Working as intended" yet again another poorly thought out way to do it IMO.

So people are better off NOT training up a skill to 100 until the new crafting update. Great.

dezgard
05-12-2011, 06:53 AM
Solves the puzzle. "Working as intended" yet again another poorly thought out way to do it IMO.

So people are better off NOT training up a skill to 100 until the new crafting update. Great.

Why not skill up to 100? because you won't get any new recipes? why not leave if for a year so you can get all the recipes that will be added over time. :P

The thing is over the course of the game we will be adding more recipes to the game getting them on skill-up is mostly to help you get started IMO.

MrDDT
05-12-2011, 07:10 AM
Why not skill up to 100? because you won't get any new recipes? why not leave if for a year so you can get all the recipes that will be added over time. :P

The thing is over the course of the game we will be adding more recipes to the game getting them on skill-up is mostly to help you get started IMO.

Its not a year we have to wait, its only 1 patch. (Hopefully Soon™)
Ya this is just the other way I would like to hear it. I would rather you say "We are making it so later other skills can ONLY be learned through finding recipes".

So its getting worse IMO.

Thanks for the info. I love how you are on the ball with good info. Thanks Dez.

unclean666
05-12-2011, 07:26 AM
I got the cheif tent on my main toon after about lev 10-15 so something your reading isent right.Or i wasent reading this tread right im tired lol.

MrDDT
05-12-2011, 07:29 AM
I got the cheif tent on my main toon after about lev 10-15 so something your reading isent right.Or i wasent reading this tread right im tired lol.

The thread is:

If we train to 100, and a new recipe comes in the ONLY way to get new skill is through recipes found.
But if you train to 90, and a new recipe comes in, you can grind to 95, and learn the skill without it being found.

unclean666
05-12-2011, 07:58 AM
Dont see why you would new stuff will be added all the time down the road you cant stay under 100 on everything just to get stuff that might be added later.

Plus there is still skill decay not sure if they still have it planed or in the works.

Im not to worried about what they might add you will get it somehow or at least tribe mates if your in one.

MrDDT
05-12-2011, 08:18 AM
Dont see why you would new stuff will be added all the time down the road you cant stay under 100 on everything just to get stuff that might be added later.

Plus there is still skill decay not sure if they still have it planed or in the works.

Im not to worried about what they might add you will get it somehow or at least tribe mates if your in one.

Well there is a patch coming out soon, so the OP was wondering if he should train up now to 100, or wait, or if this was a known bug, or planned etc.

It looks like its the plan, so its best IMO to wait to get to 100 (like maybe 95) til after the patch, then goto 100 after the new update.

ocoma
05-12-2011, 08:55 AM
Why not skill up to 100? because you won't get any new recipes? why not leave if for a year so you can get all the recipes that will be added over time. :P

The thing is over the course of the game we will be adding more recipes to the game getting them on skill-up is mostly to help you get started IMO.


This system would work best IMO if all new recipes added to the game can ONLY be found.

Think about it for a second. Right now we have the basic skills to restart civilization. Now as the game and people progress not everyone is going to just all of a sudden know how to do new things. Kind of along the lines of what you said about basic and advanced skills MrDDT. Skill up learning will allow players to learn the "basic skills" which is what we currently have available in the game right now. As recipes are added to the game they are added to the scavenge tables and over time will be discovered and once implemented taught from player to player. Some/many should require 100 skill to be able to learn.

This creates some diversity between crafters and helps stimulate trade since not every crafter can make everything within that crafting tree. It also helps stimulate trade since these newer recipes would be a type of rare resource and much sought after. It would also not "penalize" players who take the time and effort to skill up now as opposed to waiting.

So ya I vote ALL new recipes added to the game from this point on should only be found and not able to be learned via skillup.

Edit: But just in case I'm gonna stop leveling my woodcraft, which is 94 atm, at 97 till we get some more feedback on this issue. :-)

Double Edit: Doesn't Eve do something like this with new ship blueprints? You dont suddenly just know them you have to research them or something?

Phatkat
05-12-2011, 10:01 AM
This system would work best IMO if all new recipes added to the game can ONLY be found.

Think about it for a second. Right now we have the basic skills to restart civilization. Now as the game and people progress not everyone is going to just all of a sudden know how to do new things. Kind of along the lines of what you said about basic and advanced skills MrDDT. Skill up learning will allow players to learn the "basic skills" which is what we currently have available in the game right now. As recipes are added to the game they are added to the scavenge tables and over time will be discovered and once implemented taught from player to player. Some/many should require 100 skill to be able to learn.

This creates some diversity between crafters and helps stimulate trade since not every crafter can make everything within that crafting tree. It also helps stimulate trade since these newer recipes would be a type of rare resource and much sought after. It would also not "penalize" players who take the time and effort to skill up now as opposed to waiting.

So ya I vote ALL new recipes added to the game from this point on should only be found and not able to be learned via skillup.

Edit: But just in case I'm gonna stop leveling my woodcraft, which is 94 atm, at 97 till we get some more feedback on this issue. :-)

Double Edit: Doesn't Eve do something like this with new ship blueprints? You dont suddenly just know them you have to research them or something?

honestly hope the devs see this

unclean666
05-12-2011, 10:25 AM
ok i get what he was saying thanks MR.ddt.And i agree with that they should be found and very rare.I remember thinking back in beta that any new stuff in the game Man Kind should find it like buried and forgoten.Then bam someone digs it up.