Tailor Archive
Thread: crafting quests?
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?
Found it
Message Edited by NJ62 on 07-29-2004 11:50 PM
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.
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!
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?
KathaSagara wrote:
, no one wants to buy anything a "newbie" like myself makes.. not even on theBazaar.
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.
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.
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.