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(If this is old news, apologies - please provide a pointer and I'll link back to it.)
I see strong evidence that all of the +0 refining recipes are given to you free/automatically when you train the refining skill high enough to use them. The same is not true of the crafting recipes - there are a handful of +0 item recipes that my long playing alpha 9/10 toons have picked up as loot that aren't learned for free.
Also, there are about thirty refining and crafting recipes (at least one in every skill) that you can craft w/o training any skill whatsoever. EG: Hide and Steel Banded, Introductory Trophy Charm, Pine Buckler, Coarse Yarn, etc. They are marked out in the Official Data spreadsheet as requiring Rank 0. That should make it somewhat easier to get those first Crafting achievement points w/o spending XP outside your preferred craft.
SSpitfire1 and Guildenstern helped me out w/ some raw mats (Thanks!) and I burned through 40K+ XP on a blank toon to collect the data and verify all the refining/crafting skills through level 2 and about half through level 3 before I ran out of XP.
Is there official info on recipe origin and availability? Do you think that higher levels of refining training will cease to provide free recipes?
(and hehe - Ryan just posted on the status of EE - maybe no one will even read this... :) )

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Roughly a quarter of all recipes are set to "default"; you get them as soon as you get the required rank. For refining, the +0 is always default, and the +1 to +3 are always learned. For crafting, it's significantly more arbitrary, but should still make up roughly a quarter of the available recipes. Skills with more recipes will get more default recipes. All crafting and refining skills should have at least one default recipe that comes in at rank 0 so you can try out the discipline before you buy. They should all be more-or-less evenly distributed across the whole progression, but since the default recipes tend to use a lower rank requirement, they may cluster toward the beginning of each tier.

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One of these days, it would be very handy to have color coding, mouse over text, or any other in-game way to distinguish common crafting recipes from uncommon ones. After we receive them, it's hard to remember which ones we could use to fulfill a requirement to craft a +x uncommon recipe.
Not a new request, I'm sure.

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1 person marked this as a favorite. |

One of these days, it would be very handy to have color coding, mouse over text, or any other in-game way to distinguish common crafting recipes from uncommon ones. After we receive them, it's hard to remember which ones we could use to fulfill a requirement to craft a +x uncommon recipe.
Not a new request, I'm sure.
What would be really outstanding is the ability to review your known recipes. You can review your feats and achievements, why not your crafting and refining abilities? I'm sifting through the really awful interface at the Auction House, and I finally find an entry that actually has an item for sale. But do I already know that one? Only way to tell is to try to learn it.

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KarlBob wrote:What would be really outstanding is the ability to review your known recipes. You can review your feats and achievements, why not your crafting and refining abilities? I'm sifting through the really awful interface at the Auction House, and I finally find an entry that actually has an item for sale. But do I already know that one? Only way to tell is to try to learn it.One of these days, it would be very handy to have color coding, mouse over text, or any other in-game way to distinguish common crafting recipes from uncommon ones. After we receive them, it's hard to remember which ones we could use to fulfill a requirement to craft a +x uncommon recipe.
Not a new request, I'm sure.
This is also true. During Alpha, there are probably recipes available for a handful of copper, when there are any for sale at all. Buyers probably care more about trying out new recipes than they care about money, and sellers aren't making any lasting profits.
After EE, money should mean something to both buyers and sellers (if it doesn't, the economy will be in real trouble). At that point, spending a non-trivial amount of money on a recipe we already know will be more than a little annoying.

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<Flask> Ulf Stonepate wrote:KarlBob wrote:What would be really outstanding is the ability to review your known recipes. You can review your feats and achievements, why not your crafting and refining abilities? I'm sifting through the really awful interface at the Auction House, and I finally find an entry that actually has an item for sale. But do I already know that one? Only way to tell is to try to learn it.One of these days, it would be very handy to have color coding, mouse over text, or any other in-game way to distinguish common crafting recipes from uncommon ones. After we receive them, it's hard to remember which ones we could use to fulfill a requirement to craft a +x uncommon recipe.
Not a new request, I'm sure.
This is also true. During Alpha, there are probably recipes available for a handful of copper, when there are any for sale at all. Buyers probably care more about trying out new recipes than they care about money, and sellers aren't making any lasting profits.
After EE, money should mean something to both buyers and sellers (if it doesn't, the economy will be in real trouble). At that point, spending a non-trivial amount of money on a recipe we already know will be more than a little annoying.
I have maybe 200 -300 recipes in Alpha - multiple copies of a lot of them. You pick up recipes all the time. Cleric Spells less so, Wizzie spells hardly ever.
Tried selling them on the AH - waste of time. Direct trade is almost as bad, still have a +2 Greatsword to deliver have been holding for 4 days now.

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One of these days, it would be very handy to have color coding, mouse over text, or any other in-game way to distinguish common crafting recipes from uncommon ones. After we receive them, it's hard to remember which ones we could use to fulfill a requirement to craft a +x uncommon recipe.
Not a new request, I'm sure.
The pathfinderhq site section on recipes lists whether it is common or not. I know it's not in game, but I've found it's faster to check on my phone then alt-tab out to a spreadsheet.

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Well, I'll be looking for some new gear soon. I took some risks last night, thinking this character might not exist by Friday. Other than being online when you are, how should we go about placing orders?
This is the issue. Even if you make out of game deals you still need to meet in game and be at the same place at the same time (or use a third party like TEO seem to with bankbot) to make the exchange.
I think medium/long term we need something like the EVE contract system. Not necessarily before EE but definitely before OE.

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KarlBob wrote:Well, I'll be looking for some new gear soon. I took some risks last night, thinking this character might not exist by Friday. Other than being online when you are, how should we go about placing orders?This is the issue. Even if you make out of game deals you still need to meet in game and be at the same place at the same time (or use a third party like TEO seem to with bankbot) to make the exchange.
I think medium/long term we need something like the EVE contract system. Not necessarily before EE but definitely before OE.
All they need to do is allow players to deposit items into other players' bank vaults. This will allow gatherers, refiners, and crafters to fill orders without coordinating online times.

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Neadenil Edam wrote:All they need to do is allow players to deposit items into other players' bank vaults. This will allow gatherers, refiners, and crafters to fill orders without coordinating online times.KarlBob wrote:Well, I'll be looking for some new gear soon. I took some risks last night, thinking this character might not exist by Friday. Other than being online when you are, how should we go about placing orders?This is the issue. Even if you make out of game deals you still need to meet in game and be at the same place at the same time (or use a third party like TEO seem to with bankbot) to make the exchange.
I think medium/long term we need something like the EVE contract system. Not necessarily before EE but definitely before OE.
That's a neat idea. The biggest complication I can see is the UI side of it. GW would have to provide us with a screen where we would choose the recipient. It would be inconvenient if that screen gave us a list of every character ever created, or if it required us to enter the recipient's full name, with a misspelled name sending items to someone else's vault.

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All they need to do is allow players to deposit items into other players' bank vaults. This will allow gatherers, refiners, and crafters to fill orders without coordinating online times.That's a neat idea. The biggest complication I can see is the UI side of it. GW would have to provide us with a screen where we would choose the recipient. It would be inconvenient if that screen gave us a list of every character ever created, or if it required us to enter the recipient's full name, with a misspelled name sending items to someone else's vault.
We could go with something like temporary company storage, with temporary "deposit boxes" for rent for a few days or weeks at a time. I pay a few coppers to put it in the bank and pick a pin. The system assigns a unique "vault" number. I message the account number and pin. The user picks it up. The bank "empties" the vault after xx days if it is left unless the "rent" is renewed.