Artisan Archive

Thread: To whip a one-year dead horse a bit more

janoshon
Sat Oct 02, 2004 11:01 am
#14


LadyGrey wrote:

Well, I am often somewhat incoherent, and my comment about hunting groups was an attempt to illustrate that crafters don't often group for anything, but that we especially just don't fit in with what is a common activity in this game, which is combat-oriented (whether hunting, combat missions, caves, etc).



Ok, I understand.


I would simply be happier if there were more point to having the furniture, clothing, jewelry. The fact that there is such a wide disparity between the prices of loot items, and what crafters can make, illustrates that. Crafters really have no source of anything that is even vaguely unique or rare, whereas the combat types do have that. I'm not even sure how you could implement something like that in the game, unless you have some sort of quests just for crafters (totally non-combat) that are rather difficult and convoluted, and end up with having something that is genuinely worth going to the trouble of doing the quest for.


I don't think creating crafter quests or even just more interesting and lucrative crafter missions would be that hard. Say, instead of the tepid missions we have now, let the game check the highest crafting levels the character has, pick one or two items from them and ask the character to craft them and reach certain quality. Up the payment according to how high level items the character is crafting. From a chef's point of view, a string of quests could be about catering for an important business meeting, tailor could be asked to help in creating a wardrobe for a big wedding or something, etc. For rare and valuable quest items, why not create crafting tools with special bonuses, special clothes that give more bonuses than their BE counterparts, harvesters that bring extra resources of factories that work faster than normal and so on. For architects, special kinds of houses with new layouts, sort of an AV-21 kind of a thing.

I don't think it would really take more than one evening of developer brainstorming to come up with a big bunch of crafter-specific quests.

The question of the quality of clothing and the furniture having some other than a decorative point is a much tougher problem. I don't think there is as good a straightforward answer to that as there is for the quests.

BTW, I am new here in the forums - how actively do the developers read these? Is there another, better channel for suggestions?
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