Costs for Legendary?

Talk about anything crafting related here
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Kaos
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Joined: Aug 06, 2005 00:00

Postby Kaos » Aug 08, 2005 21:10

How much money did you spent for Legendary Crafter?

When i reached 1000 i spent about 1.6p for Tailoring
Kaos
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Profession: Legendary Tailor 1133

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Jeffouille
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Joined: Jul 05, 2005 00:00

Postby Jeffouille » Aug 09, 2005 02:33

I spend a little more (about 2,4 Pt to reach 1020) cause i first work on Studded leather. I wanted to have the metalworking over than 500 for the salvage.

Asgat
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Joined: Aug 09, 2005 00:00

Postby Asgat » Aug 13, 2005 16:25

I spend 4,5P for 920 SKill (Alchemist) and it's getting more expensive on each skill. Just for the 20 Skills 900+ I spend more than 2P

AdsBot [Google]
Eagle Knight
 
Posts: 676
Joined: Jan 01, 1970 02:00

Postby AdsBot [Google] » Sep 01, 2005 21:14

Hi everybody !!!

Im doing Armorcraft and i spend about 10pt for get 1115, but since 1115 to 1125 (actually skill) take 1,5pt for each point. Then, i had spent about 25 pt for 1125 :).


P.D. 1. Sorry for my english :/.

P.D. 2. I dont want lose a lot of time and money for get legendary another time from 850 :/ .

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Morlok
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Postby Morlok » Sep 01, 2005 22:41

Dito !

I also spend a lot of money and even more time to get my Spellcraft to 1000 and do not want to loose this either...
:evil:

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Jeffouille
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Joined: Jul 05, 2005 00:00

Postby Jeffouille » Sep 01, 2005 22:56

I aggre with Morlok and Herrumbre, we spend plenty of money and more important of TIME to reach 1115 or more, if we go back to 850, i wont do that again.
<img src="http://web48.isp4net.de/other/daoc/sig.php?name=Djodjo&e=0">

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Pirith
Gryphon Knight
 
Posts: 499
Joined: Aug 31, 2005 00:00
Location: Muspelheim aus [M]idgard.

Postby Pirith » Sep 02, 2005 05:04

Hello,

Firstable, i don't like express myself just for complain. I know the work of staff is not everyday simple, but i think there is something wrong.

I understand , and i'm aggree with the fact craft on uthgard was simple and more fast than on live, also many of lgd crafters get at start more money than could have a player on live.

But, we had nothing to do with the money we gained during we leveled, before craft was implemented. No house, no craft, ridiculous smith price, all item are droped etc.
And it's (was) a major part of many player fortune.

Then, the time we have spend to grow up this skill, is still here, and i'm sure most of ppl are going to 1000+ was here during the 2 crashs occured before and restart 2 times their chars with no complain (or so few).

Also, many of us, who spend our TIME, and most part of our money (for exemple : i was at 11 platinium reduced to 5 gold), have participate to fight the bug (personnaly it was one reason to craft: permit to correct the craft system). Yes that's a test server, so we test the features and i think let the players there actual attribute is simply fair (yes i'm legendary, i admit it).

Then now, you staff, have reduce price from loot in all dungeon. Good, i accept it, like all the change before. But like usually, this change are reall hard for players, because this change is not compansate by a implementation of salvage (for exemple) that permit to crafter to do their work like it could be on live, and also could compensate loot price nerf

Finally, the dur bug push everyone want to use crafted item to buy theim more than one time, that multiplicate price and compensate the way that FEW of us are lgd. For conclude i would say, nerfing some stuff when give to players a way to easy to gain xp/gold or whatever could be understanding IF something is done for compensate on the other hand, and don't let player in lack of resource (of fun particulary).

This i s my opinion, infortunatly not express in my natural language and make it maybe less clear or accurate than i would.

Best regards,

Pirith.

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Alandrian
Eagle Knight
 
Posts: 795
Joined: Jun 22, 2005 00:00

Postby Alandrian » Sep 03, 2005 03:31

I must fully agree to you Pirith. ( I would never have expected me to agree with you anytime ;) ).
Maybe some things are easier to gain than on live. But you have to look at the whole picture. Some things are a lot harder...
For exaple spellcrafting: Due to the fact that you can not raise gemcrafting explicit it will fall behind you primary crafting skill spellcraft really fast. Tailors for example can raise their secondary skills by crafting items that raise just this skill. To compensate this on liveserver, the spellcrafting and alchemie secondary skill catch up with the primary skill when they fall behind. You get double or even tripple raise in the secondary skill if it is (a lot) lower than the primary. But not so on uthgard. This is just an example. The lack of /salvage that Pirith mentioned is another. Actually farming diamon seals and salvaging df items used to be one of the major income for crafter on live. But even if salvage would work, it would be harder on uthgard than on live because every mob drops just 1 seal. On live some drop a lot more. So please think about your plans and maybe consider something else :).
Alandrian

Gerbald
Phoenix Knight
 
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Joined: Jul 01, 2005 00:00

Postby Gerbald » Sep 03, 2005 09:02

I am an Alchemist at 900+, so i cannot tell what it takes to be legendary , but i would guess that the numbers from prissys Alchemy Guide are correct and so i will quote her:

# Q. How much does it cost to get to 1000 Alchemy, or how much does it cost to max out Alchemy?
# A. A rough estimate to get to 1000 skill is about 17-22p, to get to 1094 skill you need in the region of 30-40 plat, if not more.

Source: http://www.midnightsojourn.com/

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Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Sep 06, 2005 07:09

25p for 1050 Weaponcrafting.


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