Architect Archive

Thread: Lets Talk Loot.

TK42I
Thu Dec 30, 2004 11:34 am
#40








1) Quests. I feel that Every Craft should have a "RIS" quest. along the same lines that armorsmiths have. A great one for Archs would be for a Mansion type Building or something along that lines.. ( mansion idea would be a schematic set up like the gungan head statues.. where upon final assembly you select the skin ( naboo, tatooine, or correlia )( this would of course be gated by rare looted subcomponants.





My two cents. Instead of a mansion perhaps there could be a crafter version of "the force village". I envision three bases being built across the galaxy:


  • Imperial Base (on Endor?)

  • Rebel Base (on Hoth? )

  • Neutral Base (on Talus?)


The base will be for crafters to go and get special quests to help contstruct the base for rewards. For example, an architect would goto the construction overseer and be assigned different jobs to help complete the construction of the base. In fact, the base could progress over time (like the village) so a crafter can get new rewards. Other crafting professions would be needed to help build other parts of the base (weaponsmith (weapons), doctors (lab), tailors (uniforms), etc).


I also envision quests more clever than go fetch this and bring it to so and so. Perhaps they could be more along the lines of Kotor. (Example Quest: Get the emergency generator functioning. Talk to a bunch of engineers who tell you how the generator works. Eventually one person gives you a schematic for three power regulators. Craft the regulators. There are 10 slots for the regulators andmake it apuzzle tofigure outthecorrect slots withoutdestroying the things you crafted. If you don't get it rightafter a couple times you will have to get the schematic again). After you get the generator working you might get a reward schematic.


eh?



Message Edited by TK42I on 12-30-2004 04:37 PM

Message Edited by TK42I on 12-30-2004 04:38 PM



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

-Devil-
Sat Jan 01, 2005 4:30 pm
#41

i have 2 master architects on two servers .. i enjoy the profession ... call me crazy but arch and tailor are the two ones i like the most =P


here are my views ... take them how ever you want ...


i think that there should be more quests that a crafter can do to unlock scematics for them ... (like the ris armor quest, but make the items where a crafter can obtain them ... involving many sub quests of locating a certain NPC in a certain city/planet ... etc ... then having to craft something for that person ... but make the item unique depends on each person ... --like the medic quest in the fs village if you have done it ... diff xp rates will make an item for a specific want-- after obtaining say 3 or 4 items total they can then craft that into something else to return to the origonal person to 'unlock' some special scematics ... but make each use of those sematics require a quested part from one of the above npc's ... and not able to be made in a factory) ... something like that would give content i think for crafters and give them something unique to sell that others can't sell as well yet ... (maybe have 2 to 3 different quests like this for each crafting tree so there will be more then just one set of items from each artisian skill)


i do think that scematics should still drop from npc's for combatants .. but make them 3 use and not able to be used in a factory ...


with those ideas, of course i would REAALY like it if they would add in the other furnature that we can see and target in game but can not craft yet ...



--= 11.15.2005 / The Day The Pets Died =--
TJMaverick
Sat Jan 01, 2005 6:36 pm
#42






Dvnce wrote:

well.. I am not promoting Everything needing to be made from hand.. Although I do know that it was hoped that professions would hand craft more.. I have the feeling that the original idea for factories was mostly to help with Subcomponants and Consumables... However there is Very little Difference in the Experimentation results of most final goods and it is way too easy to get the best results everytime.. So there is really no point to hand craft.


We are used to not having to handcraft in SWG ( which is unlike any other game ) so at this point to completly turn the tables would be wrong... However If they balanced the expirementation results a bit, I think the best move to try to get more people to handcraft would be to add incentive. Thus the legendary success Idea..







I agree here. I've been an architect 3 times now. I enjoy crafting and I believe the majority of crafters are in it for the pleasure of seeing people buy their goods and use them. It gives me great satisfaction to see people buy my stuff and want more. Anyway, that's irrelevant.



I may be a little controversial here, but, whatif "final" items we're not factory manufacturable, or at least more limited. Maybe 10-20 final items per schematic. It's a little ridiculous when you can pull out 1000 heavy minerals from a factory run. All the subcomponents should be able to do in their 100's but the big stuff, factories, harvestors, guild halls etc should be hand craftable only, or at least limit the schematic limit. I like to see vendors in stock, but when I see 10 pages of heavies at 130k a pop, it makes me a little sick. As stated before, this would give crafters who enjoy crafting, something to do.



And I like the legendary success idea. As I was reading your original posting of the 4 idea's, something akin to this idea was already forming but you got there first. Maybe there could just be a case of exceptional successes. Anything crafted on a exceptional success should not be schematic-able and should be a one time only. I'm not sure how this would be incorporated. An idea that was being begged for was the decay of factories / heavies / houses etc. If this were to happen, maybe an exceptional / legendary success on an item would be non decayable, thus making it rare, sought after and expensive.


The only other way I could see this eing implemented is adding something like an extra BER on harvestors. Again this would be a 1 in 1000 chance as to keep the number's down. An exceptional success on a factory could bring the maunfacturing times down. I don't believe this would adversely affect anyone too much, but it would be nice to have. Archies for example could keep them, but since they would be more preferential to hand crafting, it wouldn't make that much of an impact.


I'm sure this kind of thing could be incorporated into other crafting professions too. The one that immediatley springs to mind is weaponsmith. Those "uber" weapons that are made from rare looted components, could actually be a crafters goal. To make a weapon of the same quality, by getting a legendary success on blaster power handlers for example, without the need to buy 10 identical krayt tissues. etc etc



Just my thoughts.

Message Edited by TJMaverick on 01-02-2005 01:39 AM




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[12pt Weaponsmith]

[Vocix]

[Vocix]
RotorofCorRng
Sun Jan 02, 2005 4:48 pm
#43






bluejanus wrote:





Fhtagn wrote:





a dungeon .






I hate that word with a passion. Can we get away from EQ? Please.

Message Edited by RotorofCorRng on 01-03-2005 05:37 AM



Rotor - Will cease to exist May 3rd.
RotorofCorRng
Sun Jan 02, 2005 4:52 pm
#44

Oh and i want structures, enough of the furniture for cripes sake.

A Warehouse?

Customizeable floorplans?

Anything but more widgets, please.



Rotor - Will cease to exist May 3rd.
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