@asterdahl @nitocris83 After a while working on masterworks, it seems there was a good job overall. Yet there are some tasks that should be reworked because of the wide difference with other professions. Some of them, when you fail, return even the "wrong" resources.
I suppose this is consequence of a prediction of materials cost for each task that went totally different.
I won't argue the difference in costs of various professions but most of them in case of failure return 1 refined resource at both first and second step. Exeption is second step of mail/platesmithing that have a return of only 2 refined resources and 2 rough resources in case of failure but still acceptable I think.
Then there is leatherworking, developed totally different with a return of 2 refined resources and about the 20% of the rough resources in case of failure. Not so bad considered they are pretty common, but yet this should be adjusted.
Tailoring is "weird", three tasks instead of two, one of them is like most of the others with 15:3 ratio (1 in case of failure). The other two instead should be corrected, they require the same amount of rough resources of other professions but return no refined ones in case of failure. First step should return 1. Second step should return 3, 1 in case of failure.
And at last jewerly. This looks like was developed by someone else. Really jewerly is bad, very bad, almost nonsense.
We have three tasks:
Step 1, beads:
require 12 batiri prisms, 4 shiny glass (I don't remember the english name of these, the ones you make with golden wire) and 1 iron. The cost of this is pretty high due to the long process for glass (considering also the consequential potential failures). It returns 4 beads, still good. But if you fail the frustration starts, you got 4 batiri prisms. Almost insulting. It should return 1 refined resource like other professions.
Step 2, ornamental fang
require 4 beads 3 macramès (is it correct in english?) 12 allosaur fangs (TWELVE allosaur fangs) and return 1 refined resource. Only 1. Seriously, why only 1? It should be 3, but why not even 2, 1, WHY?!!? This is the hardest task in the game due to the rarity of allosaurs (and the even lower drop rate of fangs), the cost of macramè and, related to step 1, the cost of beads. And if you fail it is even worse then step 1, you got 2 beads and lose all fangs. If you looke prices in AH you can clearly see there's something wrong, as stated by someone else in another post.
This MUST BE CORRECTED. 3 refined resources in case of success, 1 in case of failure.
Step 3, ornamental feather
Similar to step 2, 4 beads 3 macramès, 12 feather returns 1 refined resource in case of success and 2 beads in case of failure. As above this must be corrected: 3 refined resources in case of success, 1 in case of failure.
Comments
Since then, most of my time has been dominated with work on other features. In the case of masterwork recipes that were added after Strongholds, which were developed while I was working on Assault on Svardborg (in the case of masterwork vol. III) and Cradle of the Death God (in the case of masterwork vol. IV & V) I provided the high level design, and in the case of the most recent set, some of the quest writing—however—the recipes themselves, the quests, and the explorer's charts were implemented by a variety of other designers on the team whose help I am extremely thankful for.
After the recipes are implemented, I provide feedback and eventually, final checks on all recipes, to hopefully catch any significant inconsistencies in difficulty. If you spent any time on preview, you probably noticed a number of recipes changing dramatically immediately before release. Unfortunately, I clearly overlooked some details on the bead and ornament recipes, and that is on me. For that, I would like to offer my sincerest apologies, and thank everyone for their patience in dealing with those recipes.
In regards to the other feedback given about less egregious inconsistencies in other professions: It is actually intended that masterwork recipes are not strictly formulaic and predictable, that means that it's sometimes okay for one profession to have a slightly easier time or be more in demand in one release, and a slightly harder time or be less in demand in the next release. However, it's never intended that the difficulty or demand are off by orders of magnitude.
Also, in cases where a recipe may return a material that wasn't used in its creation; if this is a case like the beaded restoration ring failure tiers returning bronzewood lumber when only living bronzewood was called for, or the critical failure of titansteel resulting in basic steel ingots, those cases are intended. However, there are sometimes instances where as you pointed out, the recipe changed at some point and the failure results did not. If something made entirely of wood and feathers returns metal, that is unintended, please feel free to report any such cases specifically so that we can address them.
Thanks again for your report!
If only we'd had these this week... failed a fanged beaded necklace attempt yesterday, would have hurt a lot less!
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Buying titansteel ingots in the bloomery, cost bears no relation to how everything else works (more GMs, less ingredients)
Leatherworking MC5, the orange requested item from the quest doesn't match the name of what you make
Why can the top level vitriols not be bought from the atelier, when the equivalent items for every other prof can ?
The MC5 orange item for tailoring requires an insane amount of stuff compared to the others I've done so far
Not helped by a flat out bug with chultan silk thread where on one occasion it returned 2 when it should either return 4 or 4 of the ingredients, 2 is not possible (also raised as a bug and reported in the bug forum)
Why can polished dragon turtle scales not be bought at one of the temp buildings ?
I can't express the dismay I had when, of course, you don't get back anything remotely helpful on that failed task. Even masterclass tailoring for the samite stuff gave you back a samite. What about when we fail you get back at least one of the ridiculously difficult and expensive fanged ornaments you crafted. I also am dismayed by the fact that my failures seem most likely to occur on the final combination. I know it is a 75% chance of success, even with a fully refined forgehammer...but the weirdness of those fanged ornaments is that the game seems to sense when I am ready for the final combination and then it fails. It's brutal to fail that 3 times in a row no matter when you come back to it or how much you make other items in order to catch the success.