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Unread 11-19-2008, 07:46 PM   #1
Terreciel

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Well, the starter quests only take a crafter so far, and then if you're a low level adventurer, all you can do is grind writs. The writs give only 500 points of faction (as opposed to the 750 from RoK), and they also give you a 250 point hit for one of the other 2 factions.

The worst part is that the writ giver is subtitled "Daily Tradeskill Tasks." I did one TS writ in Grobb several hours ago and cannot get another writ, so I'm assuming it really does mean "once a day.'

After doing the starter quest and the faction quests for Zubzub, I am up to -17000 in Grobb faction. At 500 points per writ, once a day, it will be 34 writs/days before I even get to zero. I have no idea how much faction I'll need to buy the recipe book, but the clothes take 30k-40k. At 500 points per day, I will have 40k faction in Grobb in only 4 MONTHS!

This is totally unacceptable. High level adventurers can kill mobs to gain faction, but low level tradeskillers not only have no option but to grind writs, we are further restrained by being limited to one writ per day. I don't understand this limitation. Why shouldn't we be able to grind writs all day long if that's what we want to do? With the faction hit for the other factions, it's not like anyone is going to be max faction with all three groups in a week or two.

Please, please, remove this restriction, at least in Moors. As far as I can tell from the information I've seen online, the coins are only given for and spendable in Mara. Out in the Moors, all we can get are recipes and stat-less dress clothes.

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Unread 11-19-2008, 08:18 PM   #2
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Terreciel wrote:

Please, please, remove this restriction, at least in Moors. As far as I can tell from the information I've seen online, the coins are only given for and spendable in Mara. Out in the Moors, all we can get are recipes and stat-less dress clothes.

...that being the case, why bother doing the quests in Moors?  The crafting-related rewards are all in Mara.  The Moors factions are simply an option.  If you like working on faction and you want to work on faction, then you can do them.  If you don't, then don't do them, and you are not missing out on anything that will impede your progress as a crafter.  The rewards for these factions are intentionally nothing but fluff and nobody should feel any need to work on these if they don't want to.  It's just an additional option that can be quite happily ignored.  There is other appearance armor elsewhere (and in particular some fabulous crafting sets) and the racial furniture from the recipes is all tradeable.  If you don't want to do it ... then don't.

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Unread 11-19-2008, 08:35 PM   #3
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DominoDev wrote:

Terreciel wrote:

Please, please, remove this restriction, at least in Moors. As far as I can tell from the information I've seen online, the coins are only given for and spendable in Mara. Out in the Moors, all we can get are recipes and stat-less dress clothes.

...that being the case, why bother doing the quests in Moors?  The crafting-related rewards are all in Mara.  The Moors factions are simply an option.  If you like working on faction and you want to work on faction, then you can do them.  If you don't, then don't do them, and you are not missing out on anything that will impede your progress as a crafter.  The rewards for these factions are intentionally nothing but fluff and nobody should feel any need to work on these if they don't want to.  It's just an additional option that can be quite happily ignored.  There is other appearance armor elsewhere (and in particular some fabulous crafting sets) and the racial furniture from the recipes is all tradeable.  If you don't want to do it ... then don't.

Wow!

Now that's what I call your standard Dev response.  A player dares to express that a game system isn't entertaining and BAM! Keyword: Player, entertaining, game, not work

Try Googling "Trials of Atlantis" for a history lesson. Not only can players choose the don't do it option, they can then choose the don't log on option and then the don't pay and renew option.  The audience isn't captive.  If it isn't captivated, find ways to entertain it, not taunt it. If it's bored senseless or "slapped in the face!" it'll leave.

That was a revelation of a sentiment that's for sure...brought bad ol' "working as intended" back to mind.

Developer intransigence is always a bad sign and I'm glad I didn't buy this expansion, who needs the tedium mechanics of it.

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Unread 11-19-2008, 08:55 PM   #4
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Eridu wrote:

DominoDev wrote:

Terreciel wrote:

Please, please, remove this restriction, at least in Moors. As far as I can tell from the information I've seen online, the coins are only given for and spendable in Mara. Out in the Moors, all we can get are recipes and stat-less dress clothes.

...that being the case, why bother doing the quests in Moors?  The crafting-related rewards are all in Mara.  The Moors factions are simply an option.  If you like working on faction and you want to work on faction, then you can do them.  If you don't, then don't do them, and you are not missing out on anything that will impede your progress as a crafter.  The rewards for these factions are intentionally nothing but fluff and nobody should feel any need to work on these if they don't want to.  It's just an additional option that can be quite happily ignored.  There is other appearance armor elsewhere (and in particular some fabulous crafting sets) and the racial furniture from the recipes is all tradeable.  If you don't want to do it ... then don't.

Wow!

Now that's what I call your standard Dev response.  A player dares to express that a game system isn't entertaining and BAM! Keyword: Player, entertaining, game, not work

Try Googling "Trials of Atlantis" for a history lesson. Not only can players choose the don't do it option, they can then choose the don't log on option and then the don't pay and renew option.  The audience isn't captive.  If it isn't captivated, find ways to entertain it, not taunt it. If it's bored senseless or "slapped in the face!" it'll leave.

That was a revelation of a sentiment that's for sure...brought bad ol' "working as intended" back to mind.

Developer intransigence is always a bad sign and I'm glad I didn't buy this expansion, who needs the tedium mechanics of it.

Congratulations, you completely missed the point because you were too busy looking for offense where there is none.

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Unread 11-19-2008, 08:58 PM   #5
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All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

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Unread 11-19-2008, 09:05 PM   #6
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I'm not flaming you because frankly on some points I agree.  I do not understand the need for time limits just to gain faction that rewards, and I quote, "nothing but fluff" items.  However, High level adventurers (but low level crafters) cant go to Mara and participate in the quests and rewards there without forcing them to level.  Diffrent side of the coin; the Moors factions seem to have been put in place for the adventuring side of the game considering there are far more faction giving quests that require high adventuring levels.  Point being; if you want it all then you have to be it all.  The fact that Domino put in atleast an option for crafters to do it says to me that she is not just "a standard developer."  Just my 2 cents.

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Unread 11-19-2008, 09:06 PM   #7
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Eridu wrote:

Wow!

Perhaps i missunderstood your reply because i know you are a nicer person than what i read would have implied and you have been about long enough to know all the good work Domino has done.

If you see some thing you dont like in her reply put it down to launch day, fix day, fix the fixes day too much coffee and not enough sleep or pie. That dissing our Domino is seen as a hanging offence buy most trade skillers i think shows how nice she is and the time she takes to answer our usually dumb questions.

Perhaps an abreviated version of her answer might make it easier.

question: getting faction i dont need, that isnt part of trade skill progression, because i want a piece of fluff armor is hard

Reply: yes it is.  SMILEY

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Unread 11-19-2008, 09:13 PM   #8
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It's about choice.  No matter how much we want to, we can't make every option enjoyable for every play style.  Some people like challenges to work towards, and some other people like different challenges that the first group hates, and some others don't like challenges at all.

Nobody's right or wrong to state what they like and what they want to do.  All we can do as developers is try to give options that as many different play styles as possible will enjoy.  Some people love grinding faction, even for total fluff rewards.  Some people love the option to put in extra time and effort and get something nobody else can be bothered to do.  For those people who like this, I say, here you go, enjoy!  And for those who don't like that, I say, don't feel obliged to do it!  And look, over there, there's a whole bunch of OTHER stuff that you probably WILL enjoy, put in just for your enjoyment, why not go enjoy that instead.

Believe me, if we knew how to make every type of content enjoyable for every type of playstyle, we would do it! 

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Unread 11-19-2008, 10:42 PM   #9
Terreciel

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I am a hardcore crafter. I have been very appreciative of the work Domino has done on tradeskills.

Nevertheless, this answer is a shock. If I don't like the way it's set up, tough, don't do it? I expected better of Domino than that.

Yes, these are fluff. Still, the furniture pieces are cool and I'd like some. I'm even willing to spend several weeks grinding three different crafters so that I can make all the new recipes. I planned on three because of the negative faction hits. I don't have three level 80 adventure characters but I do have 3 level 80 tradeskillers. And there was all the information on eq2traders telling how these factions are accessible to low level adventure characters.

It wasn't until I'd spent all day yesterday plus several hours today that I discovered the one-a-day restriction on crafting writs in Moors. There are no weekly group crafting options, no non-crafting missions, nothing to gain faction except doing one 500 point writ per day.

Since these ARE just fluff, why were they made so incredibly difficult? I'll grind faction, I've ground out plenty already for lots of other reasons. If you're going to put these in the game, don't tell me to go do something else that's easier. Just make them comparable either to Mara or RoK. Let me work as hard as I want without an artificial time constraint on top of it.

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Unread 11-19-2008, 11:38 PM   #10
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Eridu wrote:

Wow!

Now that's what I call your standard Dev response. 

I call it common sense and a direct answer. Might not have been the answer you wanted to hear. But, it was simple and to the point.

A player dares to express that a game system isn't entertaining and BAM! Keyword: Player, entertaining, game, not work

Some of us find it fun. You might not. But, based on player input, which these implemented changes are based, people wanted it this way.

That was a revelation of a sentiment that's for sure...brought bad ol' "working as intended" back to mind.

But, it is working as intended. Where are you confused?

Developer intransigence is always a bad sign and I'm glad I didn't buy this expansion, who needs the tedium mechanics of it.

Don't mean to hand you a "standard Dev response" or anything.. we are glad you didn't buy the expansion too.

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Unread 11-20-2008, 02:05 AM   #11
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Terreciel wrote:

*snipped*

Since these ARE just fluff, why were they made so incredibly difficult? I'll grind faction, I've ground out plenty already for lots of other reasons. If you're going to put these in the game, don't tell me to go do something else that's easier. Just make them comparable either to Mara or RoK. Let me work as hard as I want without an artificial time constraint on top of it.

They weren't really meant for TS'ers in the begining (imo).  Because they are really the Adventure Factions that Domino and another very generous Dev co-opted for Tradeskill use. 

We do get the original factions with the Ship Out quest, the Daily Tasks (which are really for 250 if you do both, btw) AND we get the additional quests that give us 20,000 faction with Grobb and Tupta and 10,000 with Survial Accord.  (see this list for "additional quests for Liaison ____").  

Personally, I will only being doing the actual Moors factions with only my Main Me.  (Kaisha - 72 Fury/ 80 Alchemist)

Since, the furniture is Artisan even a Alchemist can do them and how many characters do I need to be able to make trade-able furniture?!  Plus, I want to be able to do the Adventure Quests, some which have no negative factions and kill the Pirate Trolls for their nice faction hits. However, ALL my Crafters will be doing the Far Seas Supply Division faction, because, that faction WAS created from the ground up for Crafters and not Adventurers or even Adv/Crafters in mind.. 

And, I recommend doing it this way with your (or anyone's) main Adv/Crafter.  

Though, I have /feedback'd the complaint that as an Adv and a TS'er .. I am heartily sick of having to deal with factions that are so far in the negative it feels like it will take forever and a day to finish.  They make me want to strangle a dev with their own intestines.  .. Though, of course I would never do such a thing .. *innocent* .. .. .. ..

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Unread 11-20-2008, 08:36 AM   #12
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Terreciel wrote:

Since these ARE just fluff, why were they made so incredibly difficult?

They are neither difficult nor time consuming.

If you measure the amount of time from when you start grinding these factions until you finish them, it will seem like a long time. If you count each minute you spend grinding these factions, the time spent is miniscule.

The idea here is to give you something to do. Not just something to do for a few days, but something to work towards during this expansions cycle. Since you can expect very little in the way of new crafting content for 12 more months, it is a good thing you are unable to simply walk up and do it all in the first week.

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Unread 11-20-2008, 11:37 AM   #13
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In fact, I made a very bad feedback on this in beta... And when I tried it on live, I understood and would love to take my feedback back. In fact, I have, at last, and adventurer in the "right level zone" for this (76 necro). I did the tradeskill quests, it gave +13 000 with survival accord and +23000 with grobb and gukta... Then I did the first quest that sets advanturers to non-KOS : it's +10000. And after that, they have 2 quests that are giving +250/-150 faction. So I guess, in the end, we get a +13000 bonus compared to "pure adventurers". Yes, some mobs are giving +25 faction with both gukta and Grobb, but, in the end, tradeskiller have less grind to do than adventurers. and if you are both, you get a huge bonus, but mostly from TS.
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Unread 11-20-2008, 12:46 PM   #14
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missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

The problem is that it would be faster to level your adventuring up than it would be to get the faction by TSing. Sure put a restriction on it .. but this is extreme.

Forcing a 1 a day limit does not make you work harder. It only spreads out that work over months.

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Unread 11-20-2008, 01:03 PM   #15
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I join the chorus of people who don't understand daily limits on Grobb/Tupta faction quests. The rewards are not overpowered in the slightest. I do understand the daily limits on Far Seas tokens.
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Unread 11-20-2008, 02:33 PM   #16
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From Naomi:

They are neither difficult nor time consuming.

Are we talking about the same quests? The crafting quests from Moors? They aren't difficult, but with the limit of ONE PER DAY, it will be months to get enough faction to buy the recipe book. This qualifies as time-consuming in my opinion.

I have no problem with the restrictions on the Mara quests, but Mara also has other options than ONE 500-point writ per day. If these recipes are indeed fluff, why does anyone even care how long they take? Why shouldn't they take a week, if we want to spend all day grinding one character for one faction? It's a handful of house items with no special effects except some variety in furnishings. None of them have additional benefits such as RoK crafted items, which required grinding writs but had no artificial 'slow down' restrictions.

I want a rational explanation as to why Moors TS quests are restricted to one per day. Why is that so much to ask for?

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Unread 11-20-2008, 03:18 PM   #17
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missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

Sounds like an explanation to me Terreciel, maybe not the one you wanted, but an explanation nonetheless.  If you didn't buy the expansion and don't intend to, whats all the fuss about?  All this anger over quests you have no intention of doing?

I'm not sure you are going to get very far in the TS forums attacking Domino and accusing her of not listening to players opinions.  Domino has never displayed an intransigent attitude and has been more attentive to crafters needs and wishes than anyone could expect her to be. 

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Unread 11-20-2008, 03:18 PM   #18
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missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

Aaaah.  Not interested in blaming anybody, but I sure was wondering what could be the "one a day" reason...or the "one a week" on some other solo quest thing.

Well, obviously I'm still getting the new expansion figured out myself, so it was puzzling why some things would be one a day and one a week.

At least now I have a clue!

And since I've been so absorbed by getting my Signature done...I've got nothing yet to complain of!

And folks, try not to be haters or so instantly hot under the collar and reproachful.  Its not really very difficult to express what you think in a positive manner.

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Unread 11-20-2008, 03:44 PM   #19
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Valsehna@Antonia Bayle wrote:

At least now I have a clue!

Here is the only two clues that really matter.

Clue #1 - SoE makes money for every month you have an active account.

Clue # 2 - Putting RL expiration timers on writs/missions means in order to accomplish your goals it may take you 8 months of subscription.

and Lets not forget

clue # 3 is that if people are only playing 15min a day, that is much better than them playing 4hrs everyday as far as SoE's bottom line.

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Unread 11-20-2008, 04:06 PM   #20
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missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

The main problem I have with it so far is that Tupta faction is required for a heritage quest, so this daily repeatable for hardly any faction thing really slows you down unless you want to kill 80 billion solo ogres.

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Unread 11-21-2008, 02:16 AM   #21
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I don't know where anyone got the idea that I don't have or plan to buy the expansion. Doesn't my OP explain that I spent HOURS running around on my crafter only to discover that it will take that character months to be able to buy a single recipe book.

I do, however, have a second account for which I haven't bought the expansion yet. I'm now debating whether I want to.

I've also said that I appreciate everything that Dominon has done for tradeskillers, which is why her response seems completely out of character and far more along the company line of "Don't like it? Tough, don't do it."

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Unread 11-21-2008, 03:18 AM   #22
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Edit:  I was unaware that there were adv quests that gave the same faction so I'm retracting what I said.  It's late and I'm sleepy.

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Unread 11-21-2008, 03:26 PM   #23
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missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

I <3 you MissD but I really think this isn't fun.

It makes it hard for people (not me) who only get to play a few hours on select days of the week, for those people when they can play they want and need to pack as much into their playtime as possible and having a timer on these really hurts them (again, not me).

I can play all day every day so it really isn't an issue for me except that getting set up to TS is different that setting (gear, supplies etc) up to adv so not being able to just grind them while I am set up for them is not fun but I have lots of time unlike many other people.

So while it is an inconvenience to me and others with lots of playtime it is really the hardest on those with limited time who try to get as much out of their limited gametime as possible.

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Unread 12-06-2008, 10:42 PM   #24
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DominoDev wrote:

It's about choice.  No matter how much we want to, we can't make every option enjoyable for every play style.  Some people like challenges to work towards, and some other people like different challenges that the first group hates, and some others don't like challenges at all.

Nobody's right or wrong to state what they like and what they want to do.  All we can do as developers is try to give options that as many different play styles as possible will enjoy.  Some people love grinding faction, even for total fluff rewards.  Some people love the option to put in extra time and effort and get something nobody else can be bothered to do.  For those people who like this, I say, here you go, enjoy!  And for those who don't like that, I say, don't feel obliged to do it!  And look, over there, there's a whole bunch of OTHER stuff that you probably WILL enjoy, put in just for your enjoyment, why not go enjoy that instead.

Believe me, if we knew how to make every type of content enjoyable for every type of playstyle, we would do it! 

Your right, it's about choice.

Therefore I choose to forgo this area, as the length of time involved makes the reward too distant to think about.

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Unread 12-06-2008, 11:34 PM   #25
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Gage wrote:

missdoomcookie wrote:

All of the faction quests in Moors are set up this way so if you're going to blame someone, blame me. Domino complied with what I had already set up for the adventuring Tupta/Grobb faction quests. As was pointed out, the rewards are mostly fun/fluff items, and we wanted to give people a bonus for logging in daily. If this turns out to be overwhelmingly hated, then it will probably change, but we thought we would try something new.

The main problem I have with it so far is that Tupta faction is required for a heritage quest, so this daily repeatable for hardly any faction thing really slows you down unless you want to kill 80 billion solo ogres.

If your a tradeskiller and an appropritate level adventurer this isn't that bad, yea you might need to kill a few more mobs to boost you over but not that many. Although I will admit if your not a tradeskiller you definatly are at a disadvantage.

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Unread 12-07-2008, 03:08 AM   #26
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Fluff quests should not take months to complete.

If it takes months to complete, it shouldn't be for fluff.

The faction requirements and restrictions for those faction recipes is rediculous.

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Unread 12-07-2008, 09:32 PM   #27
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Eridu wrote:

DominoDev wrote:

Terreciel wrote:

Please, please, remove this restriction, at least in Moors. As far as I can tell from the information I've seen online, the coins are only given for and spendable in Mara. Out in the Moors, all we can get are recipes and stat-less dress clothes.

...that being the case, why bother doing the quests in Moors?  The crafting-related rewards are all in Mara.  The Moors factions are simply an option.  If you like working on faction and you want to work on faction, then you can do them.  If you don't, then don't do them, and you are not missing out on anything that will impede your progress as a crafter.  The rewards for these factions are intentionally nothing but fluff and nobody should feel any need to work on these if they don't want to.  It's just an additional option that can be quite happily ignored.  There is other appearance armor elsewhere (and in particular some fabulous crafting sets) and the racial furniture from the recipes is all tradeable.  If you don't want to do it ... then don't.

Wow!

Now that's what I call your standard Dev response.  A player dares to express that a game system isn't entertaining and BAM! Keyword: Player, entertaining, game, not work

Try Googling "Trials of Atlantis" for a history lesson. Not only can players choose the don't do it option, they can then choose the don't log on option and then the don't pay and renew option.  The audience isn't captive.  If it isn't captivated, find ways to entertain it, not taunt it. If it's bored senseless or "slapped in the face!" it'll leave.

That was a revelation of a sentiment that's for sure...brought bad ol' "working as intended" back to mind.

Developer intransigence is always a bad sign and I'm glad I didn't buy this expansion, who needs the tedium mechanics of it.

I guess you are right in a way.  Domino did not give you a standard Dev response.  She went out of her way to give you a thoughtful and polite reply.  That's not to sey the developers aren't usualy polite, they are, but not always as detailed as Domino usually is.

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Unread 04-26-2009, 03:00 PM   #28
Maroger

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Gwynian@Splitpaw wrote:

DominoDev wrote:

It's about choice.  No matter how much we want to, we can't make every option enjoyable for every play style.  Some people like challenges to work towards, and some other people like different challenges that the first group hates, and some others don't like challenges at all.

Nobody's right or wrong to state what they like and what they want to do.  All we can do as developers is try to give options that as many different play styles as possible will enjoy.  Some people love grinding faction, even for total fluff rewards.  Some people love the option to put in extra time and effort and get something nobody else can be bothered to do.  For those people who like this, I say, here you go, enjoy!  And for those who don't like that, I say, don't feel obliged to do it!  And look, over there, there's a whole bunch of OTHER stuff that you probably WILL enjoy, put in just for your enjoyment, why not go enjoy that instead.

Believe me, if we knew how to make every type of content enjoyable for every type of playstyle, we would do it! 

Your right, it's about choice.

Therefore I choose to forgo this area, as the length of time involved makes the reward too distant to think about.

Same here - I am giving it a miss.

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Unread 04-27-2009, 12:27 PM   #29
Te'ana

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I really wanted some of the "fluff" appearance armor so I took my 80/80/400 carpenter out to look at the daily faction quests. I too decided it wasn't worth the effort for "fluff."

I decided I am not going to ruin my other factions by doing writs for "fluff."  In the amount of time it would take to aquire the necessary faction I will surely find suitable alternative appearance armor elsewhere for much less effort.

But if someone did want to take this route to "fluff" I cannot see any reason why there is a daily limit. IMHO useful items should be more difficult to aquire than "fluff."

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Unread 04-28-2009, 06:07 AM   #30
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I find the DQ's to be most handy.  I am maxed out on the factions involved just from pure stuborn persistance.  What is truely great is the 20%+ to AA on a daily basis.  And the cash.  Plus grab the Blood gorger and feeder writs, points there.  Play the quest game right and you can even get the Brokenskulls liking you.

I am a 80 Ranger, 80 Carpenter, so cash and AA are to draw for me.

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