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  1. #1
    Join Date
    Aug 2007
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    Helm's Deep Crafting Changes

    With NDA lifted here are a number of the crafting changes. In addition of Tier 9 Westemnet Crafting.

    - Processing added to all tiers of Jeweler, Metalsmith, Woodworker, Weaponsmith, Tailor.
    - Tin has been removed from ore nodes it is now found on Suppliers.
    - Tier 6 ore has been condensed into Khazad Skarn Ore. From there it is processed to obtain K Iron, K Gold and K Copper.
    -- A Tin Ore is now a Piece of Copper-infused Ore.
    -- A Khazad-tin Ore is now a Piece of Khazad Metal.

    - All lower level leather and wood forester recipes will now have a second processing step, similar to that in Tiers 7-9. The names have also been changed to be more consistent with those in the later tiers.
    - Tier 6 wood has been condensed into Ilex only.
    -- A Log of Mallorn Wood is now a Gnarled Ilex Branch that can be used to make Thin Ilex Planks.
    -- A Treated Mallorn Plank is now a Treated Ilex Wood that can be used to make Solid Ilex Planks.

    - Tier 6 hides have been condensed to Magnificent only.
    -- An Extraordinary Hide is now an Aged Extraordinary Hide and can be used to make Brushed Extraordinary Leather.

    - New reputation tier has been added to Guild requiring 90k.
    - All reputation emblems have had their values decreased.
    -- Small Expert = 300 points
    -- Medium Expert = 900 points
    -- Small Artisan = 400 points
    -- Medium Artisan = 1,200 points
    -- Small Master = 500 points
    -- Medium Master = 1,500 points
    -- Large Master = 3,000 points
    -- Small Supreme = 600 points
    -- Medium Supreme = 1,800 points
    -- Large Supreme = 3,600 points
    -- Small Westfold = 700 points
    -- Medium Westfold = 2,100 points
    -- Large Westfold = 4,200 points
    -- Small Eastemnet = 800 points
    -- Medium Eastemnet = 2,400 points
    -- Large Eastemnet = 4,800 points
    -- Small Westemnet = 900 points
    -- Medium Westemnet = 2,700 points
    -- Large Westemnet = 5,400 points

  2. #2
    So that nonsense I read on here a week ago in regards to minimum levels for crafting tier's was exactly that; nonsense. That's a relief.

  3. #3
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    Aug 2007
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    Quote Originally Posted by Drammall View Post
    So that nonsense I read on here a week ago in regards to minimum levels for crafting tier's was exactly that; nonsense. That's a relief.
    I don't ever recall seeing any changes placing minimum level on crafting. There are plenty of reputation requirements on the top end gear since you have to barter for the recipes but that has been the case since Lothlorien. Of course the exception to that is we have guild recipes that bypass all reputation other than your guild rep.

  4. #4
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    Dec 2008
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    Exclamation

    Quote Originally Posted by Drammall View Post
    So that nonsense I read on here a week ago in regards to minimum levels for crafting tier's was exactly that; nonsense. That's a relief.
    Yah, doomsday people where saying all sort of no sense about Helms Deep. Unfortunately the beta tester where hand tight to prove them wrong till the NDA got lifted. This is the same that happen every year on every expansion. It is always people that hate the game & only want it to be ruined &/or from rival companies. This is why you shouldn't beleive all the "LOTRO world is ending" prophecies but wait for official information.

    ~ Check my Kinship at Gladden server: The Fate of Middle Earth ~

  5. #5
    PKCrichton



    Helm's Deep Crafting Changes
    With NDA lifted here are a number of the crafting changes. In addition of Tier 9 Westemnet Crafting.

    - Processing added to all tiers of Jeweler, Metalsmith, Woodworker, Weaponsmith, Tailor
    - Tin has been removed from ore nodes it is now found on Suppliers.
    - Tier 6 ore has been condensed into Khazad Skarn Ore. From there it is processed to obtain K Iron, K Gold and K Copper.
    -- A Tin Ore is now a Piece of Copper-infused Ore.
    -- A Khazad-tin Ore is now a Piece of Khazad Metal.
    - All lower level leather and wood forester recipes will now have a second processing step, similar to that in Tiers 7-9. The names have also been changed to be more consistent with those in the later tiers

    - Tier 6 wood has been condensed into Ilex only
    -- A Log of Mallorn Wood is now a Gnarled Ilex Branch that can be used to make Thin Ilex Planks.
    -- A Treated Mallorn Plank is now a Treated Ilex Wood that can be used to make Solid Ilex Planks.
    - Tier 6 hides have been condensed to Magnificent only.
    -- An Extraordinary Hide is now an Aged Extraordinary Hide and can be used to make Brushed Extraordinary Leather.


    I guess it was too much trouble to gather both types of ore or wood for some people, or was it that it "took up too much space in inventory bags" ?

  6. #6
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    Quote Originally Posted by Madmanthief View Post
    I guess it was too much trouble to gather both types of ore or wood for some people, or was it that it "took up too much space in inventory bags" ?
    Most got sick of having 4 types of ore, 2 types of hides and 2 types of wood for one tier... mind you scholars still have 4 types of ancient artifacts. Mostly though it is about the fact that you had 4 different ore nodes, 2 different wood nodes and hides that came from two different level ranges of mobs. Now its simplified so you can gather the resources anywhere for that level range of the tier.

  7. #7
    Quote Originally Posted by Madmanthief View Post
    I guess it was too much trouble to gather both types of ore or wood for some people, or was it that it "took up too much space in inventory bags" ?
    Well with tin it was only ever used to make bronze there was not a single recipe anywhere that used tin itself to make something aside from combining it with copper to make bronze. So it made more sense for them to remove it entirely and place it in the vendors like with coal. As for the change to the rest of the khazad ores I can't comment on that as I don't know. For the t6 wood and hide it never made any sense to have another wood and hide type in the same tier when none of the previous tiers had that.

  8. #8
    PKCrichton


    Originally Posted by Madmanthief

    I guess it was too much trouble to gather both types of ore or wood for some people, or was it that it "took up too much space in inventory bags" ?
    Most got sick of having 4 types of ore, 2 types of hides and 2 types of wood for one tier... mind you scholars still have 4 types of ancient artifacts. Mostly though it is about the fact that you had 4 different ore nodes, 2 different wood nodes and hides that came from two different level ranges of mobs. Now its simplified so you can gather the resources anywhere for that level range of the tier.

    If that is the case, what about:

    Copper/used to be Tin= 2 node types, Rowan= 1 type

    Barrow-Iron/Silver= 2 node types, Ash= 1 type

    Rich-Iron/Gold= 2 node Types, Yew= 1 type

    Dwarf-Iron/Platinum= 2 node types, Lebethron= 1 type

    Ancient-Iron/Ancient Silver= 2 node types, Black Ash=1 node type

    these all make sense except for the first ?

    I assume then that K tin is now a supplier thing too, tbh the whole idea of going from Ancient Iron/Ancient Steel to a Bronze weapon regardless of it being of the Khazad variety was absurd.

    Why even bother with K bronze at all, make the nodes give K gold and K iron and make the early weapon recipies be K iron weapons and make the 56 and 58 weps from K steel.

  9. #9
    Quote Originally Posted by Madmanthief View Post
    I guess it was too much trouble to gather both types of ore or wood for some people, or was it that it "took up too much space in inventory bags" ?
    With two types of ore it was a hassle getting the right mix. I always ended up with way too much of one type. When I mine, I would end up getting even further out of balance.

    It never made any sense that tier 6 had four kinds of ore, two kinds of hides and two kinds of wood. It seemed like Turbine thought about creating two crafting tiers decided latter on that there would only be tier 6 instead of tier 6 and tier 7.
    Unless stated otherwise, all content in this post is My Personal Opinion.

  10. #10
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    Quote Originally Posted by Yula_the_Mighty View Post
    With two types of ore it was a hassle getting the right mix. I always ended up with way too much of one type. When I mine, I would end up getting even further out of balance.

    It never made any sense that tier 6 had four kinds of ore, two kinds of hides and two kinds of wood. It seemed like Turbine thought about creating two crafting tiers decided latter on that there would only be tier 6 instead of tier 6 and tier 7.
    IIRC, that's more or less what happened. Siege of Mirkwood didn't add a new crafting tier (T7 is Westfold, from Rise of Isengard). I don't know if Mallorn was added then or if it was already present with Moria (I tried to research this, but info from circa 2008 is unfortunately hard to find), but basically Supreme crafting was the top tier through two expansions.
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  11. #11
    Quote Originally Posted by Yula_the_Mighty View Post
    With two types of ore it was a hassle getting the right mix. I always ended up with way too much of one type. When I mine, I would end up getting even further out of balance.

    It never made any sense that tier 6 had four kinds of ore, two kinds of hides and two kinds of wood. It seemed like Turbine thought about creating two crafting tiers decided latter on that there would only be tier 6 instead of tier 6 and tier 7.
    Given how many professions got hit with the double guild X item with two level ranges of product (cooks and especially scholars), they did this more than just for T6.

    So for anyone who did a character copy, what happened to the components you had made before that maybe you had on that character when you got copied? Did they just vanish? One of my kins has crafting houses where we store components for quick crafting, and now I'm wondering what's going to happen to all of those components. If the stuff just vanishes, that's an awful lot of materials down the drain.

    Really not looking forward to this launch. *sigh* I want to be, but just too many changes all at once.
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  12. #12
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    Jun 2010
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    Quote Originally Posted by PKCrichton View Post
    - New reputation tier has been added to Guild requiring 90k.
    - All reputation emblems have had their values decreased.
    Turbine:

    What reason is there for reducing the values of existing emblems? Why not simply tack the cost onto the new tier if you're concerned about how quickly we'll reach the new cap. Lengthening the existing process does nothing but frustrate existing players and look like a money grab for rep-accelerators.
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  13. #13
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    Perhaps this is just another example of making sure we don't max out the next tier the day the xpack launches? Similar to the seal conversion they're planning? I'm not saying I agree with it, but does seem in line with their other approaches.
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  14. #14
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    Quote Originally Posted by PKCrichton View Post
    - All reputation emblems have had their values decreased.
    Wow, that's a real kick in the teeth to all new characters (new players or alts of veterans) and crafters who aren't long since maxed out. And it does nothing whatsoever to keep the rest of us from maxing our guild rep again the moment we log in after HD goes live either. I really don't understand why Turbine would do this...

    Those of you in beta have my best wishes trying to get this idiocy fixed!

    If they're dead set on changing how much guild rep we get, flattening the slope would be a more defensible idea. Lowbies get their rep faster than now from (say) t3-5 symbols; maxed out characters get less than we might expect from our piles of t7-8 symbols.

  15. #15
    the reduced reputation value on guild rep items is not a big deal since u can farm all the materials to make reputation items each day and i even said that in the thread it was not a big deal

  16. #16
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    Quote Originally Posted by PKCrichton View Post
    - All reputation emblems have had their values decreased.
    Why this?

    The simplification situation (like components) doesn't really work for me either.

    *goes to bury self with cooking ingredients for the remaining days*

  17. #17
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    Aug 2007
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    Quote Originally Posted by Linet View Post
    Why this?

    The simplification situation (like components) doesn't really work for me either.

    *goes to bury self with cooking ingredients for the remaining days*
    They started doing this simplification ages ago they just finally got around to finishing it. Did it need to happen no.

  18. #18
    With tin nodes gone, where does sienna drop from for dye making? Copper nodes?

  19. #19
    Quote Originally Posted by eldora View Post
    With tin nodes gone, where does sienna drop from for dye making? Copper nodes?
    That's correct. (At least that's how it's intended to work. It was overlooked in an early build, and I haven't tested it again lately.)

  20. #20
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    Jun 2012
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    I'm new to crafting so I can't see if theses changes are good or bad. Should I hurry up and start working on crafting now before Helm's Deep, or will it be better if I wait?
    ;) “There are hundreds of paths up the mountain, all leading to the same place, so it doesn’t matter which path you take. The only person wasting time is the one who runs around the mountain, telling everyone that his or her path is wrong.” ~ Hindu Proverb

  21. #21
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    Quote Originally Posted by PKCrichton View Post
    -- Large Westfold = 4,200 points x 4
    -- Small Eastemnet = 800 points x 16
    -- Medium Eastemnet = 2,400 points x 13
    -- Large Eastemnet = 4,800 points x 32
    -- Small Westemnet = 900 points
    -- Medium Westemnet = 2,700 points
    -- Large Westemnet = 5,400 points
    As of now, I have so many emblems I could fill the bar ... twice. I still even have Large Westfold form last year when I leveled my Guild rep up. Turbine can lower it even more if they want, I will only bother their new clients, not the carefull old one.

  22. #22
    Quote Originally Posted by PKCrichton View Post
    Tier 6 hides have been condensed to Magnificent only.
    -- An Extraordinary Hide is now an Aged Extraordinary Hide and can be used to make Brushed Extraordinary Leather.
    Can I please ask a question if it is ok?

    Im a new player, Ive got my hunter (yeah I know but after reading up they got travel skills which swung it) almost to level cap, not sure if I will get to 85 by Helms Deep release.

    Anyway, Ive gone overboard with my crafting, and have alts levelling each for the crafting guild, being fed by my Explorer Hunter. Now, all the Ore and Wood crafts Ive sorted easily with an Easenmet (spelling??) master crafter in Jeweller, Weaponsmith, Cook, Metalsmith and Woodworker. My trouble is the hides for my Tailor in the supreme range and the processing will solve this.

    I want to grind the mats ready to go in a week so that I am not behind on release......long story short is do I want to be getting Magnificent or Extraordinary Hides for the processing? As in, if I get Extraordinary, will they be able to be processed or is it just Magnificent

    Oh and is 10pts one way and 10pts the other for each tier with processing?

    ta in advance

    Mav

  23. #23
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    Quote Originally Posted by Mavver View Post
    long story short is do I want to be getting Magnificent or Extraordinary Hides for the processing? As in, if I get Extraordinary, will they be able to be processed or is it just Magnificent
    When making crafting changes like this, they have always provided a way to either convert obsolete materials that you already have into the new version, or having versioned recipes that use the obsolete version. So I would very comfortably say you can farm either one, or both, and be able to use them all after release.
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  24. #24
    How is cooking affected by the changes for components? No more bunch of turnip -> bowl of stewed turnip -> bowl of mashed turnip -> use in food? Or did this not get touched by the wave of change?

  25. #25
    Its amazing that they reduce these crafts down to 1 mat but cooks still need about 80 to make all of the patterns and relics, where is the love for the cook or did I miss that cooks are getting some love also?

 

 
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