Development Cycle Archive
Thread: 9.2 Publish Feedback: Wookiee Armor, Old Mos Espa Arena Swoop Track & Crafting Quests
ArthurDentOnBria wrote:
Rockweaver wrote:
What I think you crafters are forgetting, is that the Death Watch Bunker is a Crafting Quest, and the RIS Armor is a Crafting Quest, perhaps more and more items like that need to be added? Or are you looking for instant gratification from a quest that is easy to complete?No, and no. Death Watch Bunker is a combat quest, plain and simple. If you are a crafter and don't have a l33t combat setup, there really is no challenge, you simply cannot contribute to penetrating the bunker. All you can do is try to stay out of harms way and act as a crafting machine so joe gunbunny can get his l33t l00t. That is not the same thing is a crafting quest.Message Edited by ArthurDentOnBria on 07-28-2004 12:41 PM
You must not have many trustworthy friends, which sounds to me like a personal problem, not a fault of the game.
Rockweaver wrote:
Give the guy some credit for his honesty. /applaud
What I think you crafters are forgetting, is that the Death Watch Bunker is a Crafting Quest, and the RIS Armor is a Crafting Quest, perhaps more and more items like that need to be added? Or are you looking for instant gratification from a quest that is easy to complete?
You lot have a good deal at your disposal as it stands now, use it, leave the devs alone so they can fix something that is actually broken.
no i'm looking for a crafting quest that is long, involved, story driven and dosen't involve combat. Sure the RIS is great, but I'm not an armoursmith.
Sure I appreciate the new quests, but as others have stated I doubt the xp payout will be rewarding enough even with a small accompanying credit reward. I plan on doingsome tonight. I doubt they will replace grinding, merely breaking up the monotony evry now and then and still allowing me to earn xp.
Anyways, I'll have a more concrete opinion after tonight.
Message Edited by Mizraal on 07-28-2004 03:23 PM
Every where I have looked it has said this same thing.. Its not very informative and very obscure. How about some names or at least what title for an NPC to look for in these guild halls? A new player is most likely not going to know how to look for one, hell, I've been playing since launch pretty much andI can't find any.
Thunderheart wrote:
*** 9.2 Update Notes ***
Crafting Quests
Located in Commercial Guild Halls located in static cities now have NPC contractors that can give out new crafting missions. There are mission difficulties of easy, challenging and difficult depending the skill boxes a player possesses. The rewards granted are some credits and a small experience point bonus associated with crafting the item. The goal of the implementation of the “Crafting Quests” is to provide our wide variety of crafting professions the chance to use/sell their otherwise obsolete items and wares, creating a market for novice and intermediate crafters in a market of masters.
Message Edited by Thunderheart on 07-27-200404:07 PM
JenOrei wrote:
So...they should wait for the Crafting Revamp?
Coming NEXT month!
Coming in September
First thing after JTL
Planned for the first of next year.
Spring 2005
After the Hoth Expansion pack
Dream on....
The_SWG_Guy wrote:Since Wookies get armor shouldn't Trandoshans get something for there hands+feet? Such as (all without taking racial +'s):---Something to put in boot/glove so it fits Trandoshans---Special Armor---Or at the least some type of like martial arts hand and feet bandage thing (clothing)Just my thought, kinda see it as unfair that wookies get armor, but Trandoshans don't for feet and hands.
Yeah but if you look closely at Bossk in ESB a trando's hands are basically one long stubby middle finger with two nubs on either side. I'd like to see someone design a glove for that. And lets not forget the clawed feet. but look on the brightside Trando's can wear helmets and the new Ithorian race won't be able to do that.
Oh btw even Bossk's ship the Hounds Tooth had to be specially modified to allow his Trando anatomy to control it.
DaAhn wrote:
Every where I have looked it has said this same thing.. Its not very informative and very obscure. How about some names or at least what title for an NPC to look for in these guild halls? A new player is most likely not going to know how to look for one, hell, I've been playing since launch pretty much andI can't find any.
Thunderheart wrote:
*** 9.2 Update Notes ***
Crafting Quests
Located in Commercial Guild Halls located in static cities now have NPC contractors that can give out new crafting missions. There are mission difficulties of easy, challenging and difficult depending the skill boxes a player possesses. The rewards granted are some credits and a small experience point bonus associated with crafting the item. The goal of the implementation of the “Crafting Quests” is to provide our wide variety of crafting professions the chance to use/sell their otherwise obsolete items and wares, creating a market for novice and intermediate crafters in a market of masters.
Message Edited by Thunderheart on 07-27-200404:07 PM
Do a /find for a Commerce Guild, walk in, and an NPC named something with title (a contractor) should be in the main room. That's where they've all been from what I've seen.
Chrysalide / JustG:
What's the new development plan since Combat Revamp has been pushed out?
Any rough schedules for when things will be fixed, balanced, or introduced?
For example....
- Bounty Hunters do not have TEF on roughly 50% of their Jedi missions. Any one working on this bug?
- Vehicle dismounts warp you +/- 100m However, if you /wave;/pause 1;/dismount the problem is greatly mitigated?
- Often, you have to close extra copies of Compose New Message when clicking New and then try to close the message. Occasionally, you'll have to close5, 10, or more empty dialogs. Very annoying.
- The Combat Queue does notsave its location on the screen between gaming sesions. Currently, it's the only item that doesn't remember it's screen position between gaming sessions.
- Many Star Warsy things introduced such as Space craft landing and taking off at POI, in the wilderness, etc. More music introduced...such as when bases are destroyed, when crossing various parts of the planets (not often enough to become annoying), etc.etc. etc. See my signature for other suggestions.
Chrysalide wrote:
Hello everyone,
We appreciate all the comments and feedback about the items in Publish 9.2, and I would like to follow up with a few of our thoughts regarding the Crafting Contractor quests.
The primary demographic for which these quests are designed is the junior crafter that is trying to work his or her way up to master the profession. The Crafting Contract system is intended to be an alternative for those that are trying to get experience at novice levels, but find it difficult to sell the items that they make to other players.
To this goal, crafters have had the option to use 'practice mode' on their crafting tools to earn slightly more experience at the cost of losing the prototype item that would normally be produced. This system is comparable to what we are trying to achieve with the Crafting Contractor quests. Filling the contracts may be a little slower, but the experience bonus is larger and the crafter will get a small credit reward (as opposed to no credit return in practice mode).
We wanted the main reward for these contract to be the experience bonus for completing the assignment, the credit rewards are intentionally on the low side. These are not quests from which you will make a profit, we still want the main source of income for crafters to be from selling items to other players.
We do not want to exclude intermediate or advanced crafters that want to take part in the system, and so your local crafting contractor will give you the option to choose the difficulty of your assignment. Keep in mind though, that since the primary return for these quests is the experience, master crafters may find the reward less satisfying.
I understand that this is not what many people had in mind for the crafting quests. That being said, and as some others have previously suggested, I think that having true "quests" for crafters is a fantastic idea (something sufficiently challenging and interesting, with an appropriately appealing reward). It is something that we have talked about, and it is something that I would love to be included with future content.
Again, I would like to thank everyone for taking the time to participate and post your feedback. We do take all comments seriously and keep them in mind for revisions and future content.
I've tried out the missions, and I can tell you right now why they're not going to catch on. There are two types of novice crafters. Those who just want to power through to master (which is most), and those who want to play the game the way it was intended and work their way towards master. These missions won't help either type of crafter.
For those trying to power through, these missions will only slow down the grind and make it more complicated. Yes, the experience reward is a little higher than the practice bonus. However, the missions ask the crafter to make various items, not just the item that gives the most experience for the least amount of time spent crafting. The grinders will stick to making the same item 4000 times rather than making 8000 various items. Also, the extra steps of conversing and putting the items in the crate will further slow the grinder.
The other type of crafter, the one who wants to make useful items and play the game as intended, won't find fulfillment in these missions, either. What they really truly want is to be able to participate in the player economy and gradually find more ways to help as they progress. However,everything the devs have done since release has made it so only masters have a place in the economy, or so that what few useful items can be made by novices is flush in the economy due to the high xp requirements of advancement. These missions are too artificial feeling to satisfy this type of crafter, and even though the NPC asks them to make a variety of items, it will still feel too repetitive to this player to just make a random item and put it in a crate.
Based on Chrysalide's post, I think the intent of these missions is to help the crafter who just hates wasting the resources during the grind. The problem is, that player doesn't exist. Resources are too cheap and easy to get for the grinder to care, and the crafter who wants to participate in the player economy doesn't care about the resources, they care about people benefitting from their skills. In short, the credits reward from these missions just isn't needed, and the experience bonus is too small to be worth the extra time it takes to do these missions compared to just making the same item over and over.
What players truly want from crafting missions (besides a profit or faster progression in the skill tree, both of which the devs seem unprepared to give), is content. What we truly want is story, challenge, new items to make, and fun, unique rewards.