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View Full Version : Tradeskill Heritage Quests and Lore Quest Lines


LaurnaRose Fauldorn
07-19-2007, 02:27 AM
<p>I would love to see tradeskills get comparable quest lines to the adventurers.  Rather than spending your time constantly "grinding" through levels, I believe that this would make tradeskilling that much more exciting.  Also, a "raid" type of event could be implemented.</p><p>Lore Quest Lines:  </p><p>Rewards would be -</p><ul><li>Coin (but of course)</li><li>TS stat enhancing clothing (new clothing models of course in several styles, fashions an colors)</li><li>Stacks of otherwise purchased merchant materials (fuel, dough, water)</li></ul><p>Heritage Quest Lines:</p><p>Reward Ideas - </p><ul><li>Coin</li><li>Status</li><li>Highest quality crafting station of your choice (lore item, no-trade)</li><li>In-crafting process mana regen as well as stat enhancing clothing</li><li>Tradeskiller's bag - could hold up to 50 stacks of harvestables and consumables.</li><li>Tradeskiller's chest - could be placed in your house and hold 100 stacks of harvestables and consumables</li></ul><p>"Raid" Content:</p><p>A group would need to consist of at least one of each t2 type tradeskill profession (outfitter/craftsman/scholar) to craft an extrordinary item where the recipies would be level specific rather than t3 profession specific.  They would all work together countering occurances and trying to fill the encounter's progress bar up before the duribility bar depleted.  This could be done on a system slightly modified from the current shared TS box.  Completeling the crafting of the extrordinary item would result in chests of random quality containing common items (small chests) such as consumables to fabled items (exquisite chests) containing several rare items, consumables, and the extrordinary item itself.</p><p>As well, this would open up several new possibilities for the crafting community.  Tailors could be given recipies to make tradeskill enhanced clothing and consumable only bags, Alchemists could be given recipies to make TS enhancing potions and harvest yeild increasing potions, Woodworkers could be given recipies to make harvesting skill enhancing totems and NO AGGRO totems that would only take effect while harvesting a node (to prevent harvesters from getting attacked while harvesting), Carpenters could be given recipies to make consumables only containers.</p><hr /><p>I realize that Transmuning and Tinkering were introduced not that long ago and were big additions to the tradeskill community.  However, in my opinion, with the fact that the majority of tinkering is self gratifying, it should have been introduced as a "fluff" skill that all crafters could use and transmuning either should stay as it is, available to everyone w/o the necessity to choose between it and tinkering, or it should have been introduced as a separate profession all together.</p><p>I also realize that tradeskill writs were a huge addition to the tradeskill professions but, somehow, I feel like they were added as a pacifer.  Tradeskillers still do not have a realistical way to compete with the status brought in by the adventurers.  Allowing for tradeskill HQs and "raid" content would help the players who spend their days tradeskilling to be a more effective member of societies status wars.  This would also open the opportunity for tradeskillers to purchase status houses and items without ever having to adventure and without killing themselves to make enough status that they dont loose their business. </p>

ashen1973
07-19-2007, 05:08 AM
<p>I would also like to see more tradeskill quests.</p><p>But, seeing as HQ rewards are all famous items from the original EQ1, I'm not sure if HQ's would be appropriate for tradeskills. </p><p>Would love to see more harvest bags and containers available, and the idea of having these as tradeskill quest rewards (along with fuels as reward) has a lot of merit.</p><p>Tradeskill group quests/raid's have been discussed before. And although I feel the idea would be fun, I have worries about the ease of getting a grp of similar levelled tradeskillers together.</p><p>As for the current writs, i have to say that it is more than possible for tradeskillers to compete with adventurers. </p><p>For gaining SP, writs are easily the fastest way for the mjority of adventurers to gain SP (some raid zones, such as courts etc..., can give a lot of SP, but in the same time, a well organised group of writers can probably pull in more sp).</p><p>I can complete 4 tradeskill writs with my crafters faster than an adventurer can get 4 adventure writs and complete the writs (even if the adventurers are doing the scaleborn sentry, lvl 60-64 writs)</p><p>Yes, i know a group of 6 adventurers can all complete the writs together to save time, but 6 crafters would still complete writs slightly faster than the adventurer.</p><p>And we also have the bonus of tradeskill xp being added to these writs next update.</p>

Terron
07-19-2007, 09:37 AM
Ashenshugar@Splitpaw wrote: <blockquote><p>But, seeing as HQ rewards are all famous items from the original EQ1, I'm not sure if HQ's would be appropriate for tradeskills. </p></blockquote>I agree HQs would not be right, but calling them signature quests gets around that. But starting on a smaller scale with simple quests to learn new recipes seems the right way to start, and that is what Domino said she was doing for alchemists in the next GU. More such quests, and more complex ones will follow I hope.

ashen1973
07-19-2007, 10:44 AM
Quests to learn new recipes is a great idea. But I hope these quests will not all require adventuring. I do believe that any tradeskiller should be able to obtain all the recipes available to his/her proffession without having to engage in combat or have someone else do the fighting for them. The top recipes should take a lot of effort and skill to obtain, but this should not involve combat. Tradeskill clothing as a reward is something I would love to see. But to make this actually worth having, some recipes need to be a lot more difficult to produce, making it so that you need the extra boost in skills if you want to be able to reliably craft pristine everytime. There are already quite a few crafting-enhancing items available (see the sticky at top of this forum), but none of them really make any difference. Every recipe is already easy to pristine without them.

Valdaglerion
07-19-2007, 12:07 PM
Ashenshugar@Splitpaw wrote: <blockquote><p>Would love to see more harvest bags and containers available, and the idea of having these as tradeskill quest rewards (along with fuels as reward) has a lot of merit.</p></blockquote><p>Just curious about the reason behind the "more bags" comment. The 36 slot harvesting bag from Fallen Dynasty is huge. That thing holds 1800 raw items. I can harvest non stop all day long before I think of filling it. My eyes usually get buggy before that one bag is full so I guess I fail to see the reason for more bags, what am I missing?</p><p>On another note, the fuels as rewards idea is interesting as fuels as still the one component you must BUY in tradeskilling and it therefore can regulate profit to a certain extent, especially in the higher tiers. </p>

mappam
07-19-2007, 12:41 PM
<p><span style="color: #99ffcc">I would also like to see more areas to harvest that are not aggro.</span></p><p><span style="color: #99ffcc">There are players that like to Adventure (fight and kill mobs) AND there are players that like to craft. And there are players that like to do both but maybe at different times for different reasons (hard day at the office and just want to relax for a bit OR want to bash some critters because they have had a Bad Day etc).</span></p><p><span style="color: #99ffcc">In my case my crafting level has out leveled the adventure level - so it is really hard for my character(s) to get the raws needed to continue to craft.</span></p><p><span style="color: #99ffcc">I like the idea of quests! It would be fun to have quests that follow your tradeskill = maybe like (EXAMPLE ONLY) ingrediants for a carpenter to create a bed. This bed could only be available if you get the ingrediants and the recipe from the quest - making it more valuable. When you finish the quest you have the ingrediants but ALSO some XP. Sounds like a win-win to me. As you gain levels your quests would get more involved and time consumming - again making the finished item more valuable. BUT these quests should NOT involve fighting or having to put the character in danger. You may have to travel to pick-up supplies or harvest in areas that are safe but far away etc.</span></p><p><span style="color: #99ffcc">The "uber" player wouldn't be interested BUT most uber players don't like to craft anyway <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span></p><p><span style="color: #99ffcc">Crafting is a Huge part of what makes this game unique! It offers something for everyone for more mass appeal. There are hundreds of games "out there" that offer fighting and only fighting. But EQ2 had done a fantastic job of combining two-games-in-one!</span></p>

ashen1973
07-19-2007, 12:48 PM
<cite>Valdaglerion wrote:</cite><blockquote>Ashenshugar@Splitpaw wrote: <blockquote><p>Would love to see more harvest bags and containers available, and the idea of having these as tradeskill quest rewards (along with fuels as reward) has a lot of merit.</p></blockquote><p>Just curious about the reason behind the "more bags" comment. The 36 slot harvesting bag from Fallen Dynasty is huge. That thing holds 1800 raw items. I can harvest non stop all day long before I think of filling it. My eyes usually get buggy before that one bag is full so I guess I fail to see the reason for more bags, what am I missing?</p><p>On another note, the fuels as rewards idea is interesting as fuels as still the one component you must BUY in tradeskilling and it therefore can regulate profit to a certain extent, especially in the higher tiers. </p></blockquote>Yes, the 36 slot bag is large, and probably enough for a harvesting session. Maybe harvest bag was the wrong term to use and 'component' or 'tradeskill raws' bag would better describe what I would find usefull. On my main crafters, I like to keep quite a few stacks of all their current tier raws on them (to avoid running out when hitting the writs). I also like to keep at least one stack of each lower tier resource as well (with 2 or 3 stacks of the most used raws). My carpenter, for instance, uses all raws except the provisioner stuff and loams. Thats somewhere around 35 different raws across the tiers, and that doesn't include rares. Now, I also like to keep a few stacks of tier 7 fuels and at least a stack of each tiers fuels.  Just checked my Carps current inventory, and he has 86 slots containing tradeskill raws or fuels. And a fair deal more in the bank.

ashen1973
07-19-2007, 12:55 PM
<cite>mappam wrote:</cite><blockquote><p><span style="color: #99ffcc">I would also like to see more areas to harvest that are not aggro.</span></p><p><span style="color: #99ffcc">There are players that like to Adventure (fight and kill mobs) AND there are players that like to craft. And there are players that like to do both but maybe at different times for different reasons (hard day at the office and just want to relax for a bit OR want to bash some critters because they have had a Bad Day etc).</span></p><p><span style="color: #99ffcc">In my case my crafting level has out leveled the adventure level - so it is really hard for my character(s) to get the raws needed to continue to craft.</span></p><p><span style="color: #99ffcc">I like the idea of quests! It would be fun to have quests that follow your tradeskill = maybe like (EXAMPLE ONLY) ingrediants for a carpenter to create a bed. This bed could only be available if you get the ingrediants and the recipe from the quest - making it more valuable. When you finish the quest you have the ingrediants but ALSO some XP. Sounds like a win-win to me. As you gain levels your quests would get more involved and time consumming - again making the finished item more valuable. BUT these quests should NOT involve fighting or having to put the character in danger. You may have to travel to pick-up supplies or harvest in areas that are safe but far away etc.</span></p><p><span style="color: #99ffcc">The "uber" player wouldn't be interested BUT most uber players don't like to craft anyway <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span></p><p><span style="color: #99ffcc">Crafting is a Huge part of what makes this game unique! It offers something for everyone for more mass appeal. There are hundreds of games "out there" that offer fighting and only fighting. But EQ2 had done a fantastic job of combining two-games-in-one!</span></p></blockquote>It is possible, although difficult, to successfully harvest from all tiers using a low adventure level character, if you learn the right areas and the agro ranges of the creatures there. Rather than make non-agro areas to harvest, why not have a quested 'crafters harvesting suit'. This suit would allow you to harvest while invis to most mobs (see-invis mobs should still see through it, has to be some risk involved). The raws you harvest while wearing this suit should all be flagged 'no-trade'. So only the crafter that you went to the trouble of completing the quest with, would gain benefit from it.

Kellin
07-19-2007, 01:04 PM
<p>I don't think the tradeskill HQ is so far off base.  Anyone remember Bristlebane's Party Platter?  The Aide Grimmel earring?  The Coldain Shawl?</p><p>All those were items that either required a long quest to complete (granted, the grimel and the coldain required a bunch of adventuring) but were primarily tradeskill oriented.  The party platter recipe was revealed during another quest.  I could certainly see them being rewards for a TS based HQ.</p><p>Perhaps someone could come up with some quests that could only be done by tradeskillers.  It'd be great to have such classics as Grobb Liquid Meat come back into the game.</p><p>Of course, that would bring out the whingers that think they're entitled to be able to do every HQ and have every uber item just because they log in.  Let 'em earn it, if they dare.</p>

LaurnaRose Fauldorn
07-19-2007, 01:18 PM
Ashenshugar@Splitpaw wrote: <blockquote><cite>mappam wrote:</cite><blockquote><p><span style="color: #99ffcc">I would also like to see more areas to harvest that are not aggro.</span></p><p><span style="color: #99ffcc">There are players that like to Adventure (fight and kill mobs) AND there are players that like to craft. And there are players that like to do both but maybe at different times for different reasons (hard day at the office and just want to relax for a bit OR want to bash some critters because they have had a Bad Day etc).</span></p><p><span style="color: #99ffcc">In my case my crafting level has out leveled the adventure level - so it is really hard for my character(s) to get the raws needed to continue to craft.</span></p><p><span style="color: #99ffcc">I like the idea of quests! It would be fun to have quests that follow your tradeskill = maybe like (EXAMPLE ONLY) ingrediants for a carpenter to create a bed. This bed could only be available if you get the ingrediants and the recipe from the quest - making it more valuable. When you finish the quest you have the ingrediants but ALSO some XP. Sounds like a win-win to me. As you gain levels your quests would get more involved and time consumming - again making the finished item more valuable. BUT these quests should NOT involve fighting or having to put the character in danger. You may have to travel to pick-up supplies or harvest in areas that are safe but far away etc.</span></p><p><span style="color: #99ffcc">The "uber" player wouldn't be interested BUT most uber players don't like to craft anyway <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span></p><p><span style="color: #99ffcc">Crafting is a Huge part of what makes this game unique! It offers something for everyone for more mass appeal. There are hundreds of games "out there" that offer fighting and only fighting. But EQ2 had done a fantastic job of combining two-games-in-one!</span></p></blockquote>It is possible, although difficult, to successfully harvest from all tiers using a low adventure level character, if you learn the right areas and the agro ranges of the creatures there. Rather than make non-agro areas to harvest, why not have a quested 'crafters harvesting suit'. This suit would allow you to harvest while invis to most mobs (see-invis mobs should still see through it, has to be some risk involved). The raws you harvest while wearing this suit should all be flagged 'no-trade'. So only the crafter that you went to the trouble of completing the quest with, would gain benefit from it. </blockquote><p>I was actually going to include such an item in the OP like a NON-AGGRO totem of sorts for the woodworker or something of those sorts, but then I couldnt figure out how to justify it.  Even non-crafting players would level up tradeskilling to use such items as means to travel across norrath w/o picking up aggro, and I couldn't figure out a system that would work to prevent such abbuse.  </p><p>Maybe the following would work:</p><p>Spirit Totem of the Rouge Draftsman</p><ul><li>Attunable</li><li>Uses:  5/5</li><li>Duration:  2 hr</li><li>TS LvL:  1</li></ul><p>Casts See No Evil on caster</p><ul><li>*Caster's adventuring experience is disabled for 2 hours</li><li>*Caster is immune to aggro</li><li>*All enemies become grey to caster</li><li>*Cannot be cancelled </li></ul>

ashen1973
07-19-2007, 02:36 PM
LaurnaRose Fauldorn wrote: <blockquote> <p>I was actually going to include such an item in the OP like a NON-AGGRO totem of sorts for the woodworker or something of those sorts, but then I couldnt figure out how to justify it.  Even non-crafting players would level up tradeskilling to use such items as means to travel across norrath w/o picking up aggro, and I couldn't figure out a system that would work to prevent such abbuse.  </p><p>Maybe the following would work:</p><p>Spirit Totem of the Rouge Draftsman</p><ul><li>Attunable</li><li>Uses:  5/5</li><li>Duration:  2 hr</li><li>TS LvL:  1</li></ul><p>Casts See No Evil on caster</p><ul><li>*Caster's adventuring experience is disabled for 2 hours</li><li>*Caster is immune to aggro</li><li>*All enemies become grey to caster</li><li>*Cannot be cancelled </li></ul></blockquote>The possibility of players leveling TS just to be able to travel in safety was something I considered. The 'harvesting suit' I was thinking of would not actually make the player invisible. It would just an extra effect, so that any form of invisibilty used (i.e totem, spell, equipment effect) would not break when harvesting. Current invis totems could be made to work from adventure OR tradeskill level, to compliment this. Or a new invis item for crafters could be obtained via tradeskill quests.

Aurumn
07-20-2007, 01:31 PM
<cite>mappam wrote:</cite><blockquote><p><span style="color: #99ffcc">I would also like to see more areas to harvest that are not aggro.</span></p></blockquote><p>How about access quests to "harvesting instances"? </p><ul><li>There could be one for every tier, or perhaps one for every node and have it scale to the highest TS level in the group (or the related harvesting skill level). </li><li>Put it on a lockout timer so folks don't camp it forever and a day. </li><li>Crafters could group up for a massive harvesting session or go it alone. </li><li> Maybe even have some sort of <b>optional</b> MOB there that drops an uber shirt of power regen or a mighty mining pick that's non-aggro unless you engage it. </li></ul><p>Any crafter that's been running all over Norrath scrounging up every root and bit of ore they could find should reasonably be able to "stumble" upon some sweet spots in their travels, if you're looking for some sort of RP justification. </p><p>Heck, there could even be some sort of title for server first discovery of each zone or some such. It would be nice to have a crafting title as an option.</p><p>Just a random thought...</p>

LaurnaRose Fauldorn
07-22-2007, 05:45 AM
<cite>Mendou wrote:</cite><blockquote><cite>mappam wrote:</cite><blockquote><p><span style="color: #99ffcc">I would also like to see more areas to harvest that are not aggro.</span></p></blockquote><p>How about access quests to "harvesting instances"? </p><ul><li>There could be one for every tier, or perhaps one for every node and have it scale to the highest TS level in the group (or the related harvesting skill level). </li><li>Put it on a lockout timer so folks don't camp it forever and a day. </li><li>Crafters could group up for a massive harvesting session or go it alone. </li><li> Maybe even have some sort of <b>optional</b> MOB there that drops an uber shirt of power regen or a mighty mining pick that's non-aggro unless you engage it. </li></ul><p>Any crafter that's been running all over Norrath scrounging up every root and bit of ore they could find should reasonably be able to "stumble" upon some sweet spots in their travels, if you're looking for some sort of RP justification. </p><p>Heck, there could even be some sort of title for server first discovery of each zone or some such. It would be nice to have a crafting title as an option.</p><p>Just a random thought...</p></blockquote>I like the idea.  As ive said numerous times, Im a SWG reject, so the non-combat part of the game just really seems lacking to me.  I miss the old days of getting Master dancer/id out on the town just to socialize in the cantina and see everyone out in their social gear.  Anything that could encourage non-combat features if fine in my book.

Liyle
07-22-2007, 10:52 AM
I know that originally lots of mobs were placed around the harvest nodes to ward off bot farmers, but now that most of the stuff isn't worth much (if anything) perhaps this can be scaled back to a less aggressive level? Most of the tiers have a reduced agro area for harvesting already. I never went past Rivervale with my under 10 harvester, so I can't speak to t6 or 7 harvesting for crafting-only toons. Personally, I have found that putting the word out to my friends and guildies reaps huge piles of whatever common raws I lack, and even rares now that they have all passed the level at which they care about such things. I've never seen much of a market for t7 crafted items so I seldom bother with them outside of WO's. The best markets are for lower tier goods, anyways.

Liyle
07-22-2007, 11:19 AM
Ahem... now you guys have got my brain working on this crafting quest thing. Gee thanks! LOL How would a crafting quest work, then? If you are not going to have hacking and slashing, what would you have? The idea of instances is intriguing. Maybe they would be market instances? Perhaps incorporating some of the "running around" aspects already in-game, the "simon says" game from the Gigglegibber cave event, the race game from Frostfell, NPC with assignments to "fix" an item maybe. Then there's the pig race in Shin... maybe that could inspire some kind of timed event for harvesters, like catching a running animal or pie baking contest? Or a bartering game of some kind where you bring your crafted goods in and barter with an NPC for raws, incorporating some RNG aspects to the outcome... Another idea I had was a bit more complicated, but involves outfitting a contingent of NPC's who will be taking your goods to a market somewhere (for example) and they are beset by misadventures that lead to the kind of NPC action you see between some "natural enemy" mobs in-game already... but the twist is that you can give your guys an advantage through outfitting them appropriately. What ideas are you guys having in this regards?

LaurnaRose Fauldorn
07-22-2007, 07:38 PM
<cite>Liyle wrote:</cite><blockquote>Ahem... now you guys have got my brain working on this crafting quest thing. Gee thanks! LOL How would a crafting quest work, then? If you are not going to have hacking and slashing, what would you have? The idea of instances is intriguing. Maybe they would be market instances? Perhaps incorporating some of the "running around" aspects already in-game, the "simon says" game from the Gigglegibber cave event, the race game from Frostfell, NPC with assignments to "fix" an item maybe. Then there's the pig race in Shin... maybe that could inspire some kind of timed event for harvesters, like catching a running animal or pie baking contest? Or a bartering game of some kind where you bring your crafted goods in and barter with an NPC for raws, incorporating some RNG aspects to the outcome... Another idea I had was a bit more complicated, but involves outfitting a contingent of NPC's who will be taking your goods to a market somewhere (for example) and they are beset by misadventures that lead to the kind of NPC action you see between some "natural enemy" mobs in-game already... but the twist is that you can give your guys an advantage through outfitting them appropriately. What ideas are you guys having in this regards? </blockquote><p> Here are just some of what I had in mind when I thought of it.</p><p>Quest Lines:</p><p>NPC would ask you to go gather certain harvestables.  Upon returning with the items, they would ask you to go make a certain item.  Upon return of the item, they would ask you to go harvest a certain rare.  After returning with the rare, they would ask you to go improve the item (they found information buried in the library or through rumor mill that certain rare items could improve the original item).  After returning with the new and improved item you would recieve a reward.  Rewards could be new recipies, coin, the item you were asked to craft.</p><p>Heritage (or whatever name would be more appropriate) Quests:</p><p>NPC would tell you about a crafter from mythology who was known for making this grand item.  The details would be fuzzy.  You would have to travel around to different libraries and outside "cities/outposts" (ie Thundermist Village ect) to talk with the locals and gather information regarding how the item was made.  You would be given tasks to harvest items from specific areas s/a "The mythical armorer Zanthoo used roots gathered from the depths of Nek Forest, but it was told he used hides and ore found only in Thundering Steppes."  Although these zones yeild the same items, you would only recive updates for retrieving the items while in the specified zone.  Once you figured out where the items the original crafter used were and gathered what you needed, you would return to the NPC QG and tell him what you learned and what you have.  He would be intrigued and inform you he had discovered that an ancient sorcerer had cast a simple spell on the materials used by the original crafter to enhance their properties before they were combined in the crafting process and that low and behold he or his decendents were still around and might be able to help.  You would have to find the sorcerer or his decendents somewhere in the world and get them to enchant the matierals.  Of course they are going to want you to do something for them before they will help you out.  Once you get them to enchant the items, you return to the NPC to find he has been captured while trying to find the forge of destiny in Enchanted Lands.  You must then travel to the enchanted lands and talk your way through to his jail by way of choosing correct responses in conversation with his captures.  Once you have freed the NPC QG, he will give you the location of the forge of destiny, as he discovered it before he was captured.  The catch is that it is hidden away in a labrynth.  You have to make your way through the labrynth solving riddles and figuring out how to open doors before you can reach the forge.  Once you reach the forge, you can take your materials and make the end item.  You would get the item you made, and a recipe for a lesser item that has the same look but less stats that can be made from the original materials without the enchantments.</p><p>Combined Effort Instances (kinda like a raid but only require 1 group - raids could be built off same ideas):  </p><p>Each raid would require at least 1 person from each crafting class (ie outfitter, craftsman, scholar).  Different raiding zones would require a minimum tradeskill level.  These zones would be filled with areas only accessable by skill (solving puzzles, crafting items), harvestables and generic crafting stations (all crafting types can be done on a single station).  When you enter the raid zone, you will have to work your way through puzzles to reach a room that contains a recipie.  Then you would have to work your way through different rooms either by figuring out how to open a door or solving an NPC's riddle or by combining your efforts to craft an item an NPC wished you to bribe him with ect.  The final room would be where the real skill would come in.  You would have to take harvestables gathered in the zone and jointly craft an item.  During the crafting process, encounters would occur that your party had to effectively counter.  These encounters would contain all of the known encounters in TS'ing, but if it was a provi skill needed to counter it, any craftsman could counter it with a like type skill (ie decreases success/increases durability) from any other craftsman line.  Your team would work out of one window.  There would only be one bar to complete.  Once the raws were pooled into the crafting box, you could all begin crafting.  The difficulty would come, because these are to be difficult recipies, when your crafting caused a kickback damaging your power pools and taking durability hits on the item.  If an encounter is not countered in time, it takes large durability hits.  The object is, as with any crafing process, to fill the progress before the durability depletes.  Depending on how high the durability is at the end of the crafting process will depend on what type of loot you will recieve.  There would be 4 different tiers of loot.  The first tier would be fuels, raws, and merchant fodder and generally only 1 to 2 items; 2nd tier would be fuels, raws, merch fodder, rares, tradeskilling scrolls, treasured tradeskill gear (for all equiptable slots - items that increased harvesting yeilds, skill bonuses, mana regen, mana pools ect) and generally yeild no more than 2 treasured items; 3rd would be fuels, tradeskilling scrolls, legendary tradeskill gear (as in 2nd tier but scaled higher), yeilding no more than 2 legenary and 3 treasured items; 4th could yeild up to 10 of the previous items as well as fabled tradeskill gear and rare recipies w/no more than 2 fabled 2 legendary and 2 treasured items. </p><p>Just my thoughts  <img src="/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" /></p>