Artisan Archive
Thread: Crafting Missions: Great Idea, Bad Implementation
ArthurDentOnBria wrote:
I'm not even sure that I'd give these things credit for being a "good idea", because it's not even clear to me what they were trying to accomplish.
a) fun? no, clearly not. You are crafting items that you already craft anyway, the only difference is that you now don't get the satisfaction of selling them to somebody who will use them.
b) challenging? nope. Not in the least. Like I said, you're crafting the same stuff you already craft anyway, nothing new here.
c) rewarding? This seems to be the one that everyone is harping on, but clearly not rewarding. In terms of monetary reward you'd be better off selling the raw materials, or better yet crafting items and actually selling them. In terms of experience gained, you'd be better off doing anything else other than this.
So I'm really baffled as to what they were even trying to accomplish with these stupid things. Why bother with them when they could have channeled that development effort into a hundred other useful avenues besides this.
They are just copying the crafter consignment NPCs from Dark Age of Camelot. The big difference is DAoC had a fixed economy for materials so the consignments were actually WORTH doing. a new crafter could both afford to actually craft items that most people didn't want, but were forced to because that's all they could do and make a little extra money doing it.
The problem with the SWG way is there is no fixed prices for resources and their payouts areembarrasingly small. If they were to find a way to offer materials to players sold by the contractor NPCs, then they could make it worthwhile for new crafters to use them.
As it is now, even a new player could see thedisparity between purchasing materials (or even harvesting them themselves) and the resultant payout for these quests.
I'd like to see it changed somewhat. I'd like to see a chance of getting loot or some cool item as payment.
Don't know. Hopefully something will come of it.
I remain Guru and I'm worth more than these missions give me...
Funny when I heard about the crafting missions being added for newer non-masters my first response was, "How are they going to handle payouts." Think about it its hard to do considering that the economy is completely out of the devs hands. They can just give you the cost of production with a static number since that number is variable; it changes depending on the current spawns and prices of resources.
The only thing I could think of to give an accurate payout would to make the payout variable. Maybe take the average of bazaar prices for the same objects and subtract a small amount from it so that missions pay a little less then the bazaar. The payout would be a little less then selling to the bazaar but the crafter missions would give you the added bonus of extra exp.
Siaro wrote:
Trying to create a market for non-master crafters is a worthy endeavor so in that sense this is a good idea.
I disagree. Perhaps 9 months ago this was a problem, but not now. People have become so good at grinding that the road to master is an extremely short one for most people (we're talking days). Also, with most masters hunkered down in a player city or a big sprawling independent shop, the bazaar right now offers a really big, and mostly unfulfilled market for low-end goods of all sorts. I actually have a combat-character take up artisan just because you could make so much money just as a novice artisan (and now novice tailor) on the bazaar that it helps fund all the other combat stuff. So I'd argue that there really is no such problem that needs fixing.
They hinted that perhaps what they were really trying to accomplish was to give a novice a funner alternative to grinding in practice mode, which really would be a great thing to do, but alas they've bungled that really badly and this is just a laughable attempt at accomplishing that.
However, my tailor on Sunrunner doesn't stand a chance in getting any of this stuff because he doesn't have the skill points to dump into a combat profession. So what the crafting missions should give for successful completion is LOOT! Preferably things that can be used to spruce up a vendor tent maybe? Or one use schematics for your crafting profession? A small monetary reward and crap xp gain won't make me go to the trouble of taking these missions.
Chipp Endale
Tailor 4343 - Sunrunner - Slave Village, Dantooine