Artisan Archive
Thread: Crafting Missions: Great Idea, Bad Implementation
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Copey
Sat Jul 31, 2004 12:57 pm
#14
But that's just it, combat classes aren't 'cash starved'. Get into a solo group on Dantooine and make 500k in about an hour. They can make money fast, they get the good loot from thier quests, and we get stuck grinding away alone at home, with no worthwhile quests to help break the tedium.
Chipp Endale - Tailor 4343 - Sunrunner - Slave Village, Dantooine
Chipp Endale - Tailor 4343 - Sunrunner - Slave Village, Dantooine
UttiniDaKilrJawa
Mon Aug 02, 2004 8:45 am
#15
I haven't tried the new missions yet but from what I have seen on the board here I can glean a few suggestions:
1. The low mission payouts in credits I can understand. In a way your character can be seen as working under a Master Craftsman as an apprentice. When an apprentice works for a Master they do not get the huge paycheck, but what they do get is the knowledge of the craft from the Master. Which leads me to....
2. The experience from these missions could definitely be bumped up a bit more to signify the extra knowledge gained from the Master. but now I just thought of something else......
- People are complaining about the low exp gain from the missions. Yet, if I am not mistaken even though you have gotten a very paltry exp reward from the mission, did you not get the experience from creating the actual item? When you get the experience from the item and then get the small mission reward it is obvious that the dev's created these missions with the Master/Apprentice model, that I listed as points one and two above, in mind.
1. The low mission payouts in credits I can understand. In a way your character can be seen as working under a Master Craftsman as an apprentice. When an apprentice works for a Master they do not get the huge paycheck, but what they do get is the knowledge of the craft from the Master. Which leads me to....
2. The experience from these missions could definitely be bumped up a bit more to signify the extra knowledge gained from the Master. but now I just thought of something else......
- People are complaining about the low exp gain from the missions. Yet, if I am not mistaken even though you have gotten a very paltry exp reward from the mission, did you not get the experience from creating the actual item? When you get the experience from the item and then get the small mission reward it is obvious that the dev's created these missions with the Master/Apprentice model, that I listed as points one and two above, in mind.
Squidbush
Mon Aug 09, 2004 4:30 pm
#16
You're forgetting the important point that those same items if made in practice mode would have given MORE xps than were earned for the quest.
darkmane
Mon Aug 09, 2004 6:00 pm
#17
Actually using the original posters numbers, he quickly got to the point where he was making the same XP as he would have grinding, and getting a little money back. You only get about +4 xp for practicing MSEs, he said he was getting 20 xp at the end.
Now, I also think the pay out is paltry, I'd like 2 CPU + 10% XP. Because of course the fighting professions get almost all thier XP from missions and can rake in 100k an hour doing so.
But do remember that if you wanted you could set up a factory to generate the MSEs and if the pay outs are too high then people could master a crafting prof by just setting up a factory and keeping it fed.
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