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View Full Version : Group Crafting Quests


Meirril
09-21-2007, 08:56 PM
<p>I've been thinking recently about epic quests. Personally I'd like to see an epic quest for crafting. However, I do not want it to be something that one character can accomplish on their own. Furthermore, I don't want it to significantly involve adventuring. Especially not raiding.</p><p>Along those lines, I think there needs to be some crafting quests that involve groups of crafters working together to accomplish a common goal. My first thought is for there to be special crafting instances where your given special recipes and the group has to craft so many of each component in a short amount of time with no-zone ingredients provided inside the instance once the timer starts. Something like each profession receives a recipe to make a component that is common to each subclass (i.e. provisioners make a shapped wood block using provisioner reaction arts, and carpenters and woodworkers have similar recipes). You should also have some "all class" recipes (all classes have a "lubercant" recipe, perhaps with scholars or alchemists producing more on a pristine). Players would have to communicate to make sure that they are not wasting time by duplicating efforts.</p><p>Adding additional semi-random events that would add to the total of certain required items during the quest would keep it from getting monontious. Something like having to put out a fire (through crafting!), mine away a cave-in, damaged goods needing repairs adding to the number that need to be crafted. It would be even better if there was a small list of things that could go wrong so people don't know 100% of the time what to expect before they enter the instance. </p><p>Some ideas for overall construction goals: Build a ship, build clockwork monsters for raid zones, stop a dam from bursting, build a wall before orcs raiders arrive, equip a group of guards, build a cannon and ammo. These are just a few ideas.</p><p>As for rewards, I'd like to see a quest that requires you complete successfully so many instances and then receive something crafting related. Something along the lines of an emergency durability counter that only refreshes once ever 12 hours. Or maybe your very own fuel vendor for your house. Perhaps a no-stat no-mittigation peice of armor/jewelery that has +10 flowing thought? Or maybe a lot of peices with smaller amounts of flowing thought so you can get a full set. Special recipes are always welcome, but it would be nice to see other rewards so it wouldn't feel that you MUST do these quests to be a competant crafter. Introducing desirable recipes would do just that. Introducing equipment wouldn't do this. That is, unless you could sell the quest reward recipes and the quests were repeatable.</p><p>Its a rough idea, but I think it gives plenty to work with. I don't see this as a direct link to an epic crafting quest, but a necessarary pre-requisite for it. Please introduce something that makes crafters work together (again).</p>

Raveller
09-24-2007, 03:20 AM
Adventuring PUGs are bad enough. You seriously think you're going to get six competent crafters together in a group? Interdependency did not work the first time around and now you're suggesting concurrent crafting interdependency?Too much time on your hands lately?

Meirril
09-24-2007, 09:48 PM
<p>I did start off by saying I desire an epic for crafters. I see this as a necessaray first step. Having a completely soloable "epic" quest is...not worthy of being called epic.</p><p>Also, have you noticed that crafting quests don't generally involve much in the way of actual crafting? I haven't done the latest quests but the older ones require harvesting, traveling, purchasing components...hardly any crafting unless your doing the writs. </p><p>And this is bringing up a way to do the things that were talked about since before the launch of the game. There was suppose to be a viable way to play a crafter without adventuring. You can do that now to a certain extent. Harvest yourself, do writs, sell stuff to other players, ect. But all your doing now is exsisting as a crafter. Your not actually doing anything that I particularly thing was designed for challenge or "fun". This is a way to introduce a way to challenge a group of players and not have the 100% success rate ratio that >I< expect from crafting. Once you clear level 40 in any craft, if you don't pristine every combine its because you 1) never bothered to learn how to use the counters or 2) because you didn't care enough to make sure it was pristine. Having a solo line of crafting quests is fun, but not challenging. Once you get a well written walk though, its cake. Having a group dynamic where it asks for people to communicate at some level introduces a challenge. Having a time limit actually makes things interesting. </p><p>And as for this not working, the proposal actually similar to the "build the Griffin Towers" and "repair the spires" events that were done before KoS came out. What I'm asking for is a bit more difficult in that you can fail. Personally I think failure needs to be an option for this to be meaningful at all. </p>

Barbai
09-25-2007, 01:00 AM
<cite></cite><blockquote><p>What I'm asking for is a bit more difficult in that you can fail. Personally <b>I think failure needs to be an option for this to be meaningful at all.</b> </p></blockquote>Such as getting blown to bits by the forge? I think there is still a few bits of people laying around in tradeskill areas from the old days.