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So.... What happens if you accidentally drop a Masterwork Professions Quest?

kolatmasterkolatmaster Member Posts: 3,111 Arc User
edited December 2015 in General Discussion (PC)
Yeah... I derped and dropped my Jewelry Crafting one, had just gotten to the Collect 12 Gold Nuggest stage. Can't seem to re-up it from The Artisan or Master of Coin.

Yay me!






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  • scoutmasterjscoutmasterj Member, NW M9 Playtest Posts: 101 Arc User
    Unfortunately, this a design feature.

    One of the points of the Mastercraft profession is that you can't do more than one at a time. They purposely built this so that you couldn't make all of the items yourself and that you'd need help from others.

    For example, in Weaponsmithing (which is the one I'm working on). After you create the 12 blooms, you need to create 6 ingots. However those ingots need blooms and dark lacquer. I can't make dark lacquer because I'm not doing Artificing. I need to work with someone else who is doing artificing. If you let me drop weaponsmithing, I could start off artificing and start making myself dark lacquers. In fact, that would open up my profession slots to start making dark lacquer. I could then switch back to Weaponsmithing and pick up where I left off, but still make dark lacquers. They don't want you to be able to do that.

    On preview, I've gone even further. When you have to make the chef's knife, you need the equivalent of an ingot from artificing, (laminated ebony I think its called). That's after the dark lacquers task in artificing. I need to commit to one craft and finish it before I can start any others. Letting me drop the task and go back and forth without starting over, defeats their purpose.


    Now there might be a legitimate reason to switch mastercraft professions, so they can't not let you drop it. You decide that one of them is too hard, or too expensice and you want to switch, they should (and currently do) allow this. If not, you'd then see threads of people complaining they can't switch professions, so that's not going to work.

    I'm not suggesting I think all this design is a good idea, I'm just explaining why it is this way. Everytime I reach the next level (and mostly from doing it on preview), I can't figure out how they are expecting us to actually do this.

    Basically, you are going to just have to own up to your mistake and suffer. Stupid should hurt. Based on your gif, I think you accept this.
  • ridderkaltenridderkalten Member Posts: 7 Arc User
    You should think the design of the mastercraft is made someone high on cocaine. Its near impossible to get anywhere near the end without using massive amounts of AD.

    Its really the perfect design to make players leave the game in disgust - maybe that was the hidden purpose. I Have dropped my goal of getting to the end.
  • zukn75zukn75 Member Posts: 364 Arc User
    AH so it's like the old EQ one tradeskill above 200 system. You can be good at 5 ie 200skill in all, but the moment 1 of them hit 201 (Or in NWO case, you start masterwork), you're tied to that as the exceptional skill you can get to 250 and you'll need to trade with other master crafters for the items for the subcombines.
    This works well in a densely populated game with a constant crop of new players willing to do farm droppable items for the established traders, I don't think this will work well in the economy NW has.
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