can we please get some crafting, gathering, fishing, cooking into the game?
crafting to make items and stuff
fishing to catch and cook food.
gather materials to craft, as well as for cooking.
this would make use of a lot of the space in stronghold such as the lakes and rivers.
both crafting and fishing can give player exp and be an alternate way of leveling your char.
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The game's increasingly transforming into a massive grindfest that most people will never accomplish short of turning this game into a second job. And you want Cryptic to introduce more grinding elements that they can use to withhold gear from the players (or more likely, use as an excuse to arbitrarily charge Zen for in order to alleviate some of the downright punitive grinding limits)? Am I understanding you properly?
And boy was that a pain in the rear!
However I doubt they will split it up to assign noobs (profession assets) to do it or do it yourself so I suspect despite my personal preference we are stuck with the Facebook Game style Profession System.
EQ2's minigame of professions was fun, for a while, if you wanted to get to max level not so much, but the interaction with the the tradeskilling machines, was hypnotizing, like a one armed bandit.
This games tradeskills are Meh, the most excitement is in watching the countdown clock, and even 24 was better.
To me I just feel like the this game is sort of designed like a movie story which runs at 100% of the time. If you ever look into movie design the movies are supposed to oscillate and cycle between high and low tension but this game has only stop and go due to the lack of an interactive skill system.
Observe this graph of everybody's favorite formulaic movie:
We need the downs to appreciate the ups and we need the ups to appreicate the downs. However with Neverwinter, as at least one of you pointed out, the downs too often are sitting and waiting in PE running in circles. No adventure, no direction.
As much as trade-skills become annoying they serve a purpose. They give us time to talk and interact with each other. Build friendships and community spirit. They allow us to log in and feel like we are accomplishing something when we might not have a full hour or so to devote to a dungeon delve.
I really do wish something like theycallmetomu described would be implemented where you had quests or contracts added in to make the system more interactive. Even basic fedex quests or treasure hunts for supplies would be a welcome addition.
Players need the ability to destress between dungeons and something I think every one of us can agree on: an activity to do while in queue which is forgiving as far as stopping on a whim.
Speaking of: you should be able to make Surplus Packages with those two skills. Right now, the only way to make surplus with them would be to spend elemental aggregate, which is just so not worth it. But if you could, say, use 100 hafts and 100 axe blades to make "Pack of Weapons" which is worth X surplus, that'd at least make Weaponsmithing useful again.
There's a lot of ways the dev team could improve professions without having to add a whole lot more to the game in terms of things like graphics and characters (things that can break). I mean, the complexity is the kind of thing you could use in an old-school text based adventure game!
It doesn't have to do anything with profession although those could be redone too.
I've never liked the profession system here because you don't really do anything yourself. Same with alchemy. Sure I would like to craft my own pots and the current profession could be redone so that you have the option of doing it yourself as well as having the "npcs" do it for you or a combination of both.
Then again Idc if they leave everything as is, and just add fishing as a new separate thing.
That said, I would love a more interactive crafting system. I didn't play GW2 for too long, but from what I remember, they had pretty decent crafting. Maybe we'll get something similar with a future module. Maybe M36? ...
Holy jeez, @theycallmetomu that sounds a lot like my idea to use Leadership to make Influence out of gold (because in my head, it's charity work that makes the peasants happy with you as the Stronghold overseer). I really like your idea too.
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The only caveat is that, I don't think they want to make using leadership tasks the optimal way to level up your guild. So there should be at least one resource that needs good old fashioned adventuring. But that's what Adventurer's Shards of Power are for. That being said, for those, as I've said, I recommend that-if not now, eventually-ASoPs be purchasable on the AH. Once the top tier guilds have completed their buildings, there's no reason for them to run dailies that give shards anymore, unless they can sell them on the AH.
Although, it occurs to me: is there a coffer max on the largest guild hall size? Once a guild has bought everything, and resources are donated to get guild marks ... is it possible that it'd be impossible for future guildies to donate anything and thus get guild marks, because all coffers are full and there's nothing to use the coffer resources on?
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