Artisan Archive
Thread: Themeparks for non-combatants
/sigh.
Yes i think, we need MUCH more Themeparks. But any TP you design as being
solable is easily doable by buffed uber-guys. a TP wich requieres specific knowledge
might be not.
But honestly, the schedule pf them is full till afterJTL.
Keep 'em coming.
Take care,
Sorry if I seem uninformed here, but what would a crafter do in these places? What kind of challenges would you face? Are you just suggesting the actual themepark locations, or are you going to give us some idea on content they would contain?.
I'm all for content, especially when it pertains to different aspects of the game, even though I am predominately a fighter, I love crafting too.I'm very interested to see new ideas and what challenges you think might make thesecrafter themeparks both fun and challenging.
MasterNerfSlayer wrote:
Sorry if I seem uninformed here, but what would a crafter do in these places? What kind of challenges would you face? Are you just suggesting the actual themepark locations, or are you going to give us some idea on content they would contain?.
Perhaps some sort of "fetch and delivery" missions... you bring certain parts to an NPC.. these parts would have something to do with the "theme" of the park... At the end of the mission you either build something that allows you to advance to the next "level" or you get a schematic that you then have to gather more part for to go to the next level... perhaps the process repeats and becomes more difficult... resources become more specific... perhaps at the end you get a new perm schematic and a +1 skill tape...
Just some ideas
Message Edited by Tralmek on 06-01-2004 11:59 AM
Nice ideas. The devs are already putting in a quest for entertainers in one of the upcoming mini-publishes, so there's definitely hope for crafters.
One thing that might be an interesting "challenge" is to have the crafted items for the quest have some minimum required stat, requiring the player to figure out what resource stats would be good enough to allow them to reach that minimum. To keep this accessible to all crafter levels (if that's a goal), make the minimum dependent on the crafter's experimentation skill for whatever the item is. So if a Master Weaponsmith is making things to progress through Maw installation, they have to craft a weapon with better damage than a Novice weaponsmith in order to go to the next step.
I agree we ned something for crafting non combatants.
My alt is a non combatant and currently the only way non combatants can do the parks is to be grouped with a combat type and that is just wrong that non combatants are left out of content.
Yeah, I realize that they won't be adding much in the way of content until after JTL, but I still like to entertain the thought.
The whole idea of these themeparks is that they would require a specific craftingprofession or combination of craftingprofessions to be doable. Combat skills would not figure into the parks in any significant way. (maybe a minor thing or two that could be done with a CDEF and no marksman skills, but the fighting wouldn't be essential to the quest, nor could someone complete the park simply by fighting.)
Hopefully that might get some more creative juices flowing
EnigmaBSc