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View Full Version : Simple Idea for Crafting Stations


Blarth
04-11-2006, 12:38 PM
I think it would nice if the crafting stations that are available for purchase from guild rewards, if they had some storage in them for fuel. With all the gold and especially status that is used to buy them it would nice to get a little benefit other than having a crafting station in your home. Adding 4 or 5 slots would easily allow for more than enough fuel. Just would be nice to have.<div></div>

Town Drunk
04-11-2006, 02:52 PM
<P>Storage isnt as significant to me as you can store in your house vault, however, adding a purchasable merchant so you can buy the supplies you need to me is a bit more benefical.  Nearly all competitors that have housing allow for tradeskill merchants, that or you harvest the necessary components and dont have to buy fuels and liquids etc.  With the way the tradeskill will be shortly only the fuel and liquid will be a plazable component for majority of crafts, other then perhaps provisioner which has dough, spices and other such components (Assuming only raw materials are changing and fuel costs are increasing).  With that being said there would be no reason to allow house merchants to be purchased along with or on the City Merchant.  As it stand right now... Crafting Stations for the house in my opinion serve no worth other then just house decoration, since you still have to run to a tradeskill instance to get the fuel + components, then have to have or run to the bank to get the raws required, then run to your housing zone to craft them (Saying your wanting to use your house station), just so you can put them on the market right then and there.  Point is, why do all that when you can go to a tradeskill instance with the raws, then craft what you want crafted, sell to merchant that which isnt worthy of marketting on the broker, then just run to your house drop and price, and then off to adventuring or off to craft some more/ harvest some more therefore showing how useful/less the craft station for the home currently really is.</P> <P> </P> <P> </P>

nagelfare
04-11-2006, 03:00 PM
<P>Sounds like an excellent idea and it would work like quivers that only alllow specific types of items (fuels) so no extra general storage slot that would possibly upset someone.</P> <P>In addition since u brought this up I would be even more happy if it also could be for workshop specials like yeast for provisioner or suspensions for alchemists to name some components. Those you cannot craft your self  but have to walk out from your home and buy. I have a provisioner and I often find myself, when cooking at home, that you are out of sugar and have to go out in the pouring rain and dark alleys in my hometown Freeport <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</P> <P>Peace out !</P> <P> </P>

Vulking
04-11-2006, 06:17 PM
<P>Or better yet, why not just eliminate the fuel and additives altogether.  Just charge you a set amount of coin per tier, when you use the crafting table.  This way you would never have to worry about them.  Or even better just eliminate all harvests, fuels and additives, SoE could determine a set price for craft items in each tier, (ie. the sell back price).  Charge you a little more, wouldn't want you to make money crafting after all. And you could go on your merry way, happy about your purchase from the Norrath version of a vending machine.</P> <P> </P> <P>/semi sarcastic, bitter about crafting changes rant off.</P> <P> </P> <P>Seriously, changes like these, which users want go unheard, while changes no one asked for or want get implemented.  It will be a cold day in Sol Eye before fuel bins get added to crafting stations.</P>