Tailor Archive

Thread: crafting quests?

NJ62
Thu Jul 29, 2004 11:46 pm
#14

Well here's the thing... presumably, you also get extra xp out of the transaction. This means you're getting xp without spending resources on it. So you're saving money to a certain degree.

I think the devs are really concerned about artisans running missions for money. I think this is supposed to be a grinding alternative, but not an alternative to selling on the open market. The fact is, if it for a minute is more lucrative to do these missions rather than sell on the market, the market collapses.

I think these missions could be a good grinding alternative to those who are legitimately starting from scratch, if the payouts are bolstered a bit. Having said that, let's forget these missions in terms of masters. They aren't "fun" missions. What would be a fun mission for masters to do?

(I am swamped in a sea of unread posts, can you linkie me your ideas? I'm tired as all hell from the bar, but don't want to let tailors miss out on the opportunity to comment on this new development.)

Found it

Message Edited by NJ62 on 07-29-2004 11:50 PM



n'Jessi
former correspondent, former player

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NJ62
Fri Jul 30, 2004 6:05 am
#15

Would double xp be sufficient (i.e. you get 1000 for making the item, and 1000 for turning it in), without any monetary reward? Most people are concerned about time, and not so much about money, so stopping the macro has to have some HUGE reward. Let's get this system workable so it's not so hard for people who are truly new to the game or to the server to break into the crafter market.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Alliaya
Fri Jul 30, 2004 6:58 am
#16






NJ62 wrote:
Would double xp be sufficient (i.e. you get 1000 for making the item, and 1000 for turning it in), without any monetary reward? Most people are concerned about time, and not so much about money, so stopping the macro has to have some HUGE reward. Let's get this system workable so it's not so hard for people who are truly new to the game or to the server to break into the crafter market.




Here's my 2 cents, allbeit a lil late into this discussion. I just ran my first "Crafting Quest" last night, to try it out. Picked an easy mission, as an architect friend did a difficult mission at master level and was asked to craft 10 Corellian City Halls, gah! So, the contractor asked me to make 10 paneled boots, which btw, i sell very well on my vendors for 900 each. I make the boots, drop them in the box, turn them in, no exp as i am currently maxed and got a whooping 150 credits! 10 boots that retell for 900 each! I was floored. Now, i wasn't expecting a major pay out, actually, i wasn't expecting to get paid at all. I was expecting a Quest. I thought once i complete the boots, I'll have something else to do, then something else to do, and finally, at the end, maybe get a nice piece of loot for my collection. Maybe a free loot drop clothing item, like the slave skirt or something really fun, but no. I find out later, these are not Quests at all, they are an attempt to allievate the grind patterns and/or help out new crafters.


Guess what, we have something like that, they are called artisian missions and can be found on any artisian terminal and guess what else, they pay really well for noobs, give pretty good exp, and don't take any resources. Now, once you are a novice in a certain field of crafting I dont' think the terminals help much as i have not tried them. Why have i not tried them, b/c once i made novice i started selling my wears. As any self respecting crafting sould be doing. If you are going to grind through a profession, then guess what, you don't get short cuts! Spend your money, spend your resources, and just grind, why oh why do the devs feel the need to try to make it nicer, or easier for grinders?


All i wanted was a nice non-combat quest, that's the way it was presented and that's what i was expecting and i'm slightly angry that it wasn't put into action in that manner. That and i'm angry that i'm out all that wooly hide for those stupid panel boots! Anyway, NJ, if you can, please put a bug in the devs ear about some actual quests. Something to do instead of combat to get some loot items and/or collectables. Would love aschematic for some new clothing, but i'm not even gonna go there. Just a nice random lootable piece of clothing, or a spare supply of heavy duty clasps that the contractor happens to have laying around, anything except the slap in the face of 150 credits and oooh goody goody exp for noob crafters! What about those of us who actually put the time and energy into a crafting profession! There is only so much restocking of my vendor i can do and remain excited about it!


Ok, stopping now, this is much longer than i meant it to be, sorry for the rant y'all, but i was really excited we were getting something fun to do and am severely disappointed.





-Valina Eco
-Proud Member of R (Resurrected)
-Master Tailor
-Theed Shop: -5203, 3371 (Going out of business)
Coronet Shop: -179, -5505 (Going out of business)
NJ62
Fri Jul 30, 2004 7:14 am
#17

I agree completely that the term "quest" is misleading. These are missions, pure and simple.

The thing is that I think for some people these might have some appeal, and as long as they don't harm the economy they should be available.

Back in the day, I was making clothes to sell. But realistically, I wanted to keep progressing up the trees and at low levels it's hard to sell much in a day. But I didn't really feel right about overuse of practice mode. I made all sorts of excuses to make clothing - free items for guildies, new shop displays, etc... because I had one of everything on my vendor in every color, and I just wasn't selling that much. I would have liked an activity that would have let me progress while I waited for my stuff to sell.

So here it is:

1) If we think of them as "missions" will that be detrimental to the way we do business now, and will that negatively affect the economy? If you choose not to use the missions, will others' use of the missions affect your playstyle?

2) What fun quests would be appropriate for masters?



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Alliaya
Fri Jul 30, 2004 4:00 pm
#18






NJ62 wrote:
I agree completely that the term "quest" is misleading. These are missions, pure and simple.

The thing is that I think for some people these might have some appeal, and as long as they don't harm the economy they should be available.

Back in the day, I was making clothes to sell. But realistically, I wanted to keep progressing up the trees and at low levels it's hard to sell much in a day. But I didn't really feel right about overuse of practice mode. I made all sorts of excuses to make clothing - free items for guildies, new shop displays, etc... because I had one of everything on my vendor in every color, and I just wasn't selling that much. I would have liked an activity that would have let me progress while I waited for my stuff to sell.

So here it is:

1) If we think of them as "missions" will that be detrimental to the way we do business now, and will that negatively affect the economy? If you choose not to use the missions, will others' use of the missions affect your playstyle?

2) What fun quests would be appropriate for masters?



Believe it or not i have some ideas! Since the contractor is currently in Coronet, or at least the one i know about it, here's one. The Mayor of Coronet has an important Dinner coming up, blah, blah, blah, and needs a new Suit for the occassion. The contractor needs you to make three pairs of pants, three formal shirts, three pairs of dress shoes, all in different colors so the mayor can choose which outfit he likes best. You make all these (or any other imaginable items), return the box to the contractor and get a gift. I really don't care about getting paid or getting exp, as a master i need niether. My business is doing fine, but i would like to get some lootable items that i can't get anymore since i dropped all combat profs. One of the lootable vests, or dresses, or again, dare i mention the slave skirt. Not new schematics, not hoping for insanity here, but just the lootable items themselves. And if, possible, in pretty colors, not the mostly ugly browns and greys thugs seem to always have, hehe. Anyway, it's not the crafting part of this that bothered me, it was getting nothing in return for my time and resources. I wanted a prize and instead i felt like i was kicked in the face. I'm sure the Dev team could come up with millions of silly reasons you need to make some clothes in Coronet and each "Mission" of quest builds on the last, finalizing something spectacular, lovely jewels, a glowey ball like Lady Valarian gives out, something fun and excitiing. Doesn't even have to be wearable for me, it can be a display only item, i don't care, but something other profs don't have. Any way, my two cents again, but thanks for asking NJ.




-Valina Eco
-Proud Member of R (Resurrected)
-Master Tailor
-Theed Shop: -5203, 3371 (Going out of business)
Coronet Shop: -179, -5505 (Going out of business)
KathaSagara
Sat Jul 31, 2004 2:50 pm
#19

As a very new crafter I found these quests to be very helpful. If you're wondering why I'm in the Tailor forum I'm working towards Tailor and/or Chef. And I'm not a newbie... I've already mastered Combat Medic and have nearly mastered Doctor, and I decided to make a career change.


Anyway, sure these don't seem the best quests for those of you that are Masters, maybe not even Novices (dunno I'll tell you when I get there). But for those working towards Novice like myself this is a nice break from the grind of crafting the same item or two again and again. Plus, no one wants to buy anything a "newbie" like myself makes.. not even on theBazaar.


Having said this, these quests of course are not the best. After trying one of the complex ones I returned to the easy tasks because I got nearly the same xp and proportionally more money for less goods. I think the complex quests should offer more xp and credits as a reward, and I really like the idea of having a reason to craft goods. My suggestion would be once a character is out of the general crafting quests (I assume from what you all have said you're options from the NPC are different than mine), that he/she have the option to do quests as they are or do the even more challenging "story" quests as Alliaya described them


These of course are just my thoughts and suggestions, please don't take offense at anything I've said regarding others thoughts on this matter.


~Katha

Novice Artisan, Aspiring Tailor

Roleplayer
ArthurDentOnBria
Sat Jul 31, 2004 3:47 pm
#20






KathaSagara wrote:

, no one wants to buy anything a "newbie" like myself makes.. not even on theBazaar.





KathaSagara,


This is often the misconception. But I assue you, it's not true. The irony is that often times it isn't until you become a masterthat you discover just how well some of these things sell. The following is some of my "secret sauce", hope you find it helpful.


I'll focus on just the dom arts tree.


Novice artisan:

travel biscuits. People often don't realize this, but you can get like a 1k buff off of these things, due to their extremely low filling.

survey devices: everyone needs em, quality is totally irrelevent.

bofa treats: rename them as "pet food". They sell well in crates

Dom Arts I:

shorts: very good sellers, just ask any tailor. Can't make them in great colors at this level, but black, white, pink still sell.

wookiee arm wraps: many wookiees choose these over the high level tailor alternatives.

clothing repair tool: this is an item that almost nobody offers.

Dom Arts 2:

hide boots: probably the 2nd most popular boots in the game (second to uniform boots). You can charge high prices for these.

Dom Arts 3:

casual jacket: very popular item, looks greatin black or white.

leather gloves: as popular as anygloves inthe "tailor" tree. Again, these can be priced high.

jawa beer: an absolutely essential item for bio engineers, and very few chefs are serving this market. Using "grind quality" additives I can get make this stuff to give a +13 bonus to mask scent.

Dom Arts 4:

travel pack: one of the best selling "clothing" items no matter what level you are


When selling on the bazaar, I think one trick is to avoid making the mistake of treating these as "noob" items. If you put a ton on there, and price them at 100cr each, they scream NOOB. But once you realize that hide boots are as popular is sturdy boots (tailor item) or high quality boots (tailor item) and you price them accordingly, you'll see em sell very very well. Same with all the other items I've listed here.





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Alliaya
Sat Jul 31, 2004 4:02 pm
#21

Thank you for that arthur, was going to post just about the same response. Just to let you know Katha, i sold my way up to master, especially on the bazaar. If you are having trouble w/ bazaar sales, it may be the bazaar you are selling on, Theed is usually a good market, but not for wookiee wear, Coronet is a major bazaar market, and Bestine is good to fair. At least that's the break downs on my server. If I, even at master level, place items on other bazaars, they will expire before they sell.


Besides, on a bazaar, no ones if you're a master or not!



-Valina Eco
-Proud Member of R (Resurrected)
-Master Tailor
-Theed Shop: -5203, 3371 (Going out of business)
Coronet Shop: -179, -5505 (Going out of business)
KalineLessia
Sat Jul 31, 2004 4:13 pm
#22



NJ62 wrote:
2) What fun quests would be appropriate for masters?




I'm actually going to refer to UO on this, because the BOD system was pretty fun.

You went to a tailor and asked them for work and they would give you a BOD or Bulk Order Deed. At low levels, these would be easy to fill, like 10 skirts or 15 tops, between 5 and 20 I think, and you would get something like a nice non-dyable colour cloth. (As in UO there were dyetubs that you used to dye clothes). As you got to higher levels, you got harder deds, until you got ones that required multiple smaller ones to be combined into them. For example, you got one that requited 10 skirts, 10 shirts, 10 pairs of boots and 10 hats. You would have to locate the small deeds for all of the things required, make them, then combine them al together. As they got harder and harder, you got better and better rewards, like super-rare cloth, or special crafting tools, or skill scrolls that let you go above the 100 cap on skills. You could keep getting deeds even if you hadn't finished one, so a lot of guilds would have a load of the small BODs in storage for people who got the big ones. Sure, it was a bit of a pain when you had to get rare ones, but there were lots of shops that sold them and so on, and around half of the time the reward was very much worth it.

Even though SWG is supposed to be based on crafting and not loot (right?) this could be a suggestion. Rewards can be unique items, or a limited use of a colour not usually craftable, like something bright, or a schematic and so on.




Kaline Lessia - Poison-toting Riflewoman

Rhyse'ra - Entertainer Extrodinaire, CorSec Pilot

Ahrimand
Sat Jul 31, 2004 6:11 pm
#23






KalineLessia wrote:

Even though SWG is supposed to be based on crafting and not loot (right?) this could be a suggestion. Rewards can be unique items, or a limited use of a colour not usually craftable, like something bright, or a schematic and so on.



I like that idea. Give us something unique. If you're too weak for the loot schems and such this would be great. If there is a noob crafter they can get a cool schem, color, etc. that many people dont have and get more cash for an item. It will help everyone out.

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