I got to ask am I the only one that sees the new system a step in the right way but still so broken? As a point I will give what I have found to still be broke and anyone that wants to add tell me. If you want to counter any points you can just read the points first as I am getting sick of seeing people try to counter useing points I myself have brought up because they did not read it.
1. Ok I am fine with the "paid on commission" but why do we pay for failure? If we are looking at this like how this is done in real (yes real is what this is going for) commission pay goes off when you make a sale or deliver the product. And like most jobs you destroy something you have to pay for it. But somehow we not only are ok with them destroying valuable resources but we are rewarding failure? I would be find the stuff getting destroyed and lost but paying them for failure to is too far. It should be they fail and get noting or a fail all ways returns 100% resource but we lose gold. Not both.
2. Why does masterwork still need to be overly complicated? Look I get masterwork gear being complicated but why do I need masterwork from 3 different professions to make 1 ingot or insert random resource here? And yes I know now you are allowed to work on all the quests at once now but with how many what all is needed and how long it takes not only is my minimap covered but my journal is getting full. And it is so hard to keep track of what needs what I am in and out of my journal 5-6 times just to set up the next set of stuff needed.
3. Ok I love the new +1 system but let me paint you a picture. the masterwork guy wants 12 adamant blooms. You are crafting because you got around 300 sand and you have used 90% of that sand but you now have 12. So you go to him and he still wants 12. You look and see that out of the 12 8 of them are a +1 but he does not want +1s only the normal ones. So now you have to get more sand use a worse tool and hope you not only make a bloom but it fails to make a +1. That is in the game now. You have 2 chances to fail at making a bloom he wants for the quest with all ready low chances. The +1s should really count in this as well. In fact I would not have stopped and thought about number 2 if not for the fact I had to deal with this. So now that I do have the 12 blooms I need to make the bars (and more blooms) so I need to level another one to master to hope I don't get a +1 and it completes of this super rare resource so I can do the same with another to put the two together to hope it works but fails a +1 of this even rarer resource. This is too much. The +1 should be rewarding not punishing. Or at the very least not detrimental.
4. Why are all crates not "makeable" ok great we can send them out to find a gem crate or make a gold crate but you mean to tell me there is no way a level 70 purple with a legendary crossbow can go out an get me crates of stuff for the dragon or any of the other stuff needed to upgrade our guild? And why do we need magic gold? To get gold crates you have to make/farm at least 7 items before you can craft the crate 1 time. Why can't I send out the aforementioned purple adventurer to go out and get normal gold because we can put normal gold into it.
5. Ok this one is more of a small annoyance and I understand we don't need to make a profit on everything but the guy said we would be rich and there is only like maybe 2 ways to make ok money using the system. But I have an easy fix that will not brake anything. The old system had a leadership task that you could go out on and make money from. All you need to do is take those don't add a cost (as the adventurer will make his own money doing it) and depending on the rank of the mission you get x number of coins but if it completes as a +1 you get x2 the money. But if it fails you lose the money you would have gained as a normal complete as a form of paying off your guy's medical bills bringing a risk reward to it.
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Or are you talking about the paying them for failure? If so granted but the idea they can screw it up you lose everything and they are still paid is over kill.
I think they got the whole thing backwards when they set it up.
I think they spent so much time coming up with the system they forgot to spend time working on the rationale, and game world texture that a concept such as Running a Workshop could offer.
You have these Master Artisans hanging around the workshop doing sod all unless you want something specific for yourself, at which point they get off their HAMSTER and make something. This is ridiculous, and made more ridiculous by the fact that you have a specific quest to go and fetch them more booze because they are so bored at having nothing to do they are sitting round the workshop getting drunk all day.
It should have been set up so they are always working, making stuff to sell to the general population. Horseshoes, Leather Jerkins, all stuff that had no impact on the game, but treated the workshop as a thriving business.
That way when YOU, as the proprietor, ask for a special commission, you are taking an artisan away from their normal duties. And THAT is why you have to pay. To cover the cost of taking Stan the Blacksmith away from shoeing horses, so that he can make YOU a battle axe. So even if it fails, you still have to pay up.
It doesn't matter whether you want the item for yourself, or to sell, it's personal rather than business so you have to front the cost. But you can also gain the profit from those personal tasks.
It's stuff that literally makes no difference at all to the mechanics of the game, but fleshes out a sense of realism that expands the game beyond being about improving Item Level and being "BiS"