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View Full Version : Absense of Green Steel Handwraps



Nightwynde
08-21-2008, 03:38 AM
Hello everyone. I have just finished with testing recipies for the five remaining weapons that have no known assigned recipie: Club (not scepter since there are both types available for weapon), Greatclub, Light Hammer, Returning Throwing Darts, and most importantly, Green Steel Handwraps. In addition, there are no known recipies for : Rings, Trinkets, Banded Mail, Breastplate, Brigadine, Chain Shirt, Chainmail, Full Plate, Half Plate, Hide Armor, Leather Armor, Padded Armor, Robes, Scalemail, Splint Mail, or Studded Leather Armor. That is a total of 21 items that currently exist in the game that have no recipie attached to them. I have been unsuccessful in finding the recipies for these items.

Currently there are 36 known recipie combinations for weapons using the Ore of Travail, Blue/Red/Yellow Tapers, Wonderous Jewel/Scarab/Oil/Balm, Power Cell, Large Splintered Horn, and Medium Splintered Horn. That leaves exactly 24 different recipie combinations using either Green or Violet Tapers. I have just finished testing these recipies after the patch today, but they were all failures.


Currently there are 8 known recipie combinations for boots/belt/cloak/gloves/helm/bracers/goggles/necklace using the Filament of Toil, Wonderous Jewel/Scarab/Oil/Balm, Power Cell, and Green/Violet Tapers. That leaves exactly 52 different recipie combinations using either Blue/Red/Yellow Tapers, Power Cell, and Large/Medium Splintered Horn. I have just finished testing these recipies after the patch today, but they were all failures.

I have used every possible combination of these known recipies, but to no avail. I have sent a trouble ticket to in-game support, but all that he did was tell me that he couldn't give what he called "hints" about the game, not even to give a straight answer on if the item even exists. Unfortunately, this type of "non-help" is what I have always gotten in my 2 years of playing the game. He kept trying to mislead me to this post ( http://forums.ddo.com/showthread.php?t=132855 ), insinuating I would find my answers there. There are at this time, 95 pages to this post, and I don't think that I could sit there and read a 95 page forum post, nor would anyone else. Currently, there are only 2 posts that happened today after the patch, and neither of them discussed the addition of the Green Steel Handwraps that I, and a lot of monks have been looking for.

I am asking for any DEV, player, GM, ect.... to please help us with this issue.

1. Do the missing items with no known recipie currently exist in the game and can be made by players.

2. Are there any new ingredients that I have not mentioned for making Green Steel Weapons/Armor/Items



If these questions can be honestly answered by Turbine, then people can stop wasting thier time and precious resources trying to make these items with no success.

Nightwynde
08-22-2008, 08:32 AM
I am seeing that many people have looked at this post, but as of yet, there is no feedback on it. I am asking for anyone that may know the solution to this problem to please post a comment here. I know with the new patch, that someone checking the recipie combinations again was helpful, but it still doesn't give us our green steel handwraps.

Aspenor
08-22-2008, 08:37 AM
I am seeing that many people have looked at this post, but as of yet, there is no feedback on it. I am asking for anyone that may know the solution to this problem to please post a comment here. I know with the new patch, that someone checking the recipie combinations again was helpful, but it still doesn't give us our green steel handwraps.

The items you're talking about do not exist in Green Steel form. All Green Steel recipes have been discovered.

As far as we know there are no plans to add them.

iruka41
08-22-2008, 09:01 AM
I think the handwrap has to have the top priority tho.

Monk cannot use the Stunning Fist nor Quivering Palm w/ QS or Kama.
And they(Devs) were so proud of advertising "The New Unarmed Combat!!!" yet there're no Named Handwraps nor Green Steel one.

I really hope they have a plan.
They sould put some named ones in current raids/quests, along with Green Steel.

Higher base damage, higher critical chance/multiplier, irregular weapon effects, all sorts of things already exists in other forms of weapons.

stockwizard5
08-22-2008, 09:02 AM
You cannot add Greensteel Handraps.

In order to effectively implement "Pally Love" the devs designed a new class to make Paladins feel better about themselves. It was called "Monk" and was sufficiently gimped to accomplish that goal. GS Handwraps could potentially undo all their hard work and creativity :eek:

Nightwynde
08-25-2008, 01:34 PM
Yeah, i waited to try the recipie combinations untill after the last patch, hoping that the GS handwraps would have been added. I guess its too much to ask the Devs to give us our full weapon choices. They don't seem to read or listen to the player population anyways.

Laith
08-25-2008, 01:39 PM
Yeah, i waited to try the recipie combinations untill after the last patch, hoping that the GS handwraps would have been added. I guess its too much to ask the Devs to give us our full weapon choices. They don't seem to read or listen to the player population anyways.it would be stupid to add handwraps to shroud before making all the basic weapon affixes work.

Kaboth
08-25-2008, 01:50 PM
it would be stupid to add handwraps to shroud before making all the basic weapon affixes work.


Please read the post I have quoted for you...



I think the handwrap has to have the top priority tho.

Monk cannot use the Stunning Fist nor Quivering Palm w/ QS or Kama.
And they(Devs) were so proud of advertising "The New Unarmed Combat!!!" yet there're no Named Handwraps nor Green Steel one.



Adding Handwraps and Fixing them which is something that is at the monk core fighting and having released them broken somewhat is what should have top priority. I have played several classes, busted and otherwise, and they have fixed them over time and balanced them. This would be akin to telling rogues or rangers "sorry all your pierced specialists (aka rapiers) nothing really works for you but we are going to go look over dwarf barbarian over here and see what we can do streamline them and make them better to play, you will have to wait, sorry and we deeply apoliogize for treating you as the red-headed step children of DDO."

Laith
08-25-2008, 02:02 PM
I have played several classes, busted and otherwise, and they have fixed them over time and balanced them.There have been 2 patches since monks were released. Zero mods. How long did the other classes take to get fixed?



This would be akin to telling monks "sorry all your pierced specialists (aka rapiers) nothing really works for you but we are going to go look over dwarf barbarian over here and see what we can do streamline them and make them better to play, you will have to wait, sorry and we deeply apoliogize for treating you as the red-headed step children of DDO."no, it's akin to saying "we can't get basic, randomly generated prefixes to work. Shroud properties are going to add to that workload."

The shroud includes DOZENS of unique weapon properties that they would have had to check/fix in addition to all the properties already broken on the random loot tables. Just because shroud handwraps aren't around now, doesn't mean they won't be in mod8 or mod9. Heed your own words and watch them fix and balance the class over time.

Handwraps use a completely different system than other weapons. Adding rapiers and axes to shroud didn't do much that hadn't already been done for other weapons. To add handwraps, they have to make sure each and every property works under the special "handwrap system".

Remember: Handwraps aren't weapons. Handwraps are buffs.

Kaboth
08-25-2008, 02:17 PM
There have been 2 patches since monks were released. Zero mods. How long did the other classes take to get fixed?


no, it's akin to saying "we can't get basic, randomly generated prefixes to work. Shroud properties are going to add to that workload."

The shroud includes DOZENS of unique weapon properties that they would have had to check/fix in addition to all the properties already broken on the random loot tables. Just because shroud handwraps aren't around now, doesn't mean they won't be in mod8 or mod9. Heed your own words and watch them fix and balance the class over time.

So you are telling me, that TURBINE themselves did not have the foresight to think about adding monk stuff to one of the biggest raids and raid gear released in game even fully well knowing that monks were on the plate to be released well over a year?

Laith
08-25-2008, 02:26 PM
So you are telling me, that TURBINE themselves did not have the foresight to think about adding monk stuff to one of the biggest raids and raid gear released in game even fully well knowing that monks were on the plate to be released well over a year?quite the opposite. i'm sure they thought of it. i'm also sure that each release leaves them with some incredibly tough decisions to make, and no way to completely escape complaint.

We (as players) are 100% sure that they knew certain basic weapon properties weren't working on handwraps when they released 7.0. Many of them were found in risia.

Just put yourself in their shoes: they've added a "weapon" type that works under a completely unique system... this system is already proven to not function with certain peoperties.
Are you really going to add greensteel handwraps knowing that you don't have the resources/time to make sure these additional weapon properties work?

Keep in mind, we're missing a key pieces of information: if they tested shroud properties on handwraps, and how many of them worked?
If all of them had worked, i would assume that we would already have greensteel handwraps. Under that assumption, we can conclude that some shroud properties did infact NOT work on handwraps, and they decided to minimize the impact of their bug by not allowing them access to them.

The one assumption i'm not willing to make (one that you are ok with) is that they discluded shroud handwraps out of some sort of malice or concern for balance.

Nightwynde
08-25-2008, 10:44 PM
Here is the main part of this whole problem. Turbine will not admit to anything. I have messaged the Devs, and gotten no response. I talked to in-game support, the biggest waste of time there is. They told me that letting a player know one way or anothe would be a "hint", and that they don't do "hints". Such a load of bs if I ever heard it. How hard is it to tell players that handwraps would be coming, are currently being tested, or will not be added to the game. I guess its too much to ask the people that all of us are paying their salaries with this game for a little common courtesy.

The Devs won't even post here, saying something, anything. It goes to show that they really don't care about thier player base, nor listen to what is going on. They are ignoring it, and changing nothing.

Angelus_dead
08-25-2008, 11:13 PM
Keep in mind, we're missing a key pieces of information: if they tested shroud properties on handwraps, and how many of them worked?
If all of them had worked, i would assume that we would already have greensteel handwraps. Under that assumption, we can conclude that some shroud properties did infact NOT work on handwraps, and they decided to minimize the impact of their bug by not allowing them access to them.
Huh? Everyone knows some of the properties don't work. Transmuting!