What am I missing about Masterwork Professions?
My guild can't yet do the quests, but I can now do the profession tasks. Does it make sense to do the tasks????
Using the tailoring example, my first surprise is that there doesn't seem to be any way anywhere to do more than one task at a time (one only spinning wheel).
The next is that it seems, no matter how epic my resources are, I'm staring at a best case of 80% failure any time I do anything.
Working back from cashmere carpet (the end product?)
= ( 3 x cashmere + 3 x jute + 2 x gold wire) - where jute is from a carpet failure, and gold wire ? (1.9 mill in the AH)
= ( 3 x 3 x cashmere yarn + 3 x jute + 2 x gold wire)
= ( 3 x 3 x (2 x cashmere wool + oil vitriol) + (3 x jute) + (2 x gold wire) )
= ( 3 x 3 x (2 x cashmere wool + (green vitriol x 4) + (3 x jute) + (2 x gold wire) )
= 18 x cashmere wool + 36 x green vitriol + 3 x jute + 2 x gold wire
So, this is what it takes, but the thing is:
- There's a *lot* of steps.
- each step has an 80% failure chance, so you repeat the previous steps when you lose the resources.
- Each step must be done one after another, as you can only have one spinning wheel (tailoring), or one alembic (alchemy).
- At best, you can run 2 tasks concurrently (e.g. an alchemy task preparing a tailoring resource - 80% failure).
- Only source I can find for gold wire is 1.9 mill in the AH each, and when you use 2 in a task with 80% failure, get ready to flush 4 mill AD down the toilet - many times!
- I'll consider "jute" to be for free. Should have plenty of them, as it's a by-product of a failed task.
Now clearly I can't see the full picture, but there's something clearly crazy going on here.
For now, I'm still holding onto my starting assumption that whoever created this masterpiece, did something that makes sense, and did it to bring more fun to the game.
Where is the info for this? For some reason, the higher step processes are hidden (what do I make with Cashmere, when I finally get some, or what might I make with samite - and what else will I need when I get there).
I tried going to the Neverwinter wiki sight. It's been awesome in the past, but there are no updates for this mod. Surely this stuff is not too new. Have contributors just given up?
Help!
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20% Success for the first couple of quests then ya get a new tool to raise it to 40%, unless ya get that F-Hammer to help. I find it easier and faster if ya have one toon for each profession since ya need to share crafted resources with each other and can only do one at a time. The hard part is getting the Guild Marks and then getting the right materials from the nodes. This will take a very long time, unless you're impatient.
*No AD Required*
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There are two possible exceptions - one is the Jewelcrafting (Rosegold) rings. For some builds and playstyles they are at least as good as the legendary +5 Underdark rings. The other exception is the weapons which would be the best available when you are in a 5-man group where everyone is using them. Fat chance of that ever happening.
Now, if you still want to work on Masterwork, start by getting a Mythic quality Forgehammer of Gond. it will make a HUGE difference in the cost.
Otherwise, just ignore the masterwork for now, and hope that a rework/redesign will be coming one day. The idea is fine - it is just the implementation that sucks.
While masterwork professions are intended to be a big long term investment, the equipment was built somewhat conservatively. Based on data we've gathered, we plan to bump the item level of all equipment created via masterwork recipes from 140 to 145. This will affect all existing items, rings included. This change will not impact the item level of stronghold artifact weapons.
It is not necessarily the intent to make crafted equipment that is very difficult to make best in slot, but without a set bonus we feel that the item level bump is needed to make the equipment more competitive. Thank you all for your continued feedback!
How many stat points, on average, ia this an increase of? Just curious!
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
prolly 20+ days now of getting 2 green vitriol back, and not a single oil yet. Is it designed to only work with the forgehammer of gond?
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Thanks for all the fish.
At 2,500 item level the armor set already only contributes 25% of the overall stats and later it's closer to 10%. This game is not build to make such a minor piece of the progression so expensive.
Maximum Hit Points: 21,109 → 23,178
Power: 1,460 → 1,597
Critical Strike: 973 → 1,064
Defense: 982 → 1,032
The increase in power is on par with upgrading drowcraft armor via elemental infusion, which increases item level from 135 to 140. Before that elemental infusion was 2 item levels, so the power increase was significantly smaller.
Enough for me. Done with the Masterwork activity that that is too far away from "fun game"
This is a sad pattern.
My point to running eDemo was to try for a legendary ring drop. After some 400+ wins with silver/gold, I've just wasted my time. I tried. I really, really did. I acknowledge that I get some salvage, but I'd much rather run real dungeons to get that. This eDemo design tears squishies apart in a race-against-time that makes it "ok" to leave team mates lying on the ground to die - for the "greater good". Please tell me that this is not not the new design style.
I know that I'm now veering off-topic as the OP, but I guess it's the frustration of finding out that there is no good answer to "making sense of masterwork", and realizing how badly I was hoping to find some fun with it.
This was *such* an awesome game, but it's been squeezed so badly of late. I get that, even with free-to-play, a workable commercial model is vital. I used to buy Zen I didn't need after releases, just because I was happy to get new stuff and support the game. I threw lotsa real money at VIP for convenience factors, just to support the game (not wanting a game advantage). Personally, I thought trade bar coalescents were way too cheap, and didn't buy VIP as a bean counting reason for VIP.
Game Owners (not fair to target Devs): It's a *game*. It must be *fun*. This RNG pattern of opening lockboxes, trying for eDemo legendary rings, doing masterwork professions, Is.Not.Fun. We are staring at planned, architected and unavoidable massive failure for our time, effort, and perhaps money. After 400+ failures for a legendary eDemo ring drop, I have accumulated zero progress for that, and have exactly the same chance in the next run as the guy next to me showing up for the very first time.
Game Owners: Please, if you decide that long-term players are an important part of your vital commercial model behind free-to-play, create an end-game for Neverwinter that is *fun*.
Again, this game was so good, and I believe that it can be again. Over half my guild believes that a single revamped Castle Never won't be enough. Personally, I just haven't seen the evidence that an end-game for long-term players has been properly explored, and that there is still hope.
Final Aside: Before starting this response, I was looking at the Youtube insert on the Cryptic web page for the news item "Neverwinter: The Maze Engine Coming March 15!". As is the wont of youtube inserts, it eventually displayed for me an option to click on a related link for "The Sad Truth About What NeverWinter Really is About".
I checked it out. I sorta get this guy. I think he's too conspiratorial, too harsh, and too unappreciative of the challenges in controlling the evolution of a game like this, but, he's clearly frustrated with what used to be a *fun* game for him. Now, he denigrates the game, but the clear progression of how he landed in such a state just may be useful to understanding what needs to be considered in the game's evolution.
Personally, I think that great strides have been taken with things that were massive issues (like stability, *truly* awful lag, and bugs). I'll go "true believer", and give more time for a result of "game must be fun - for endgame players". I'll warn that a short term fix with re-introduction of a reworked Castle Never won't be enough, but there's maybe enough time to build quickly on that. There's a lot of leavers that will be checking back in over time. They do.
Good luck to us all!
Mod edited out references to other MMOs.
I do, however, have a suspicion that it will primarily be some people in high-end PvP guilds that will be interested in this. For PvE players like myself, it is still somewhat pointless to invest massive effort into something that does not really give a real benefit. You can get the drowcraft set with hardly any effort at all, and for most PvE players, that's all they need.
Still, this is a step in the right direction. Now, if you wanted to make masterwork really popular, allow people to craft something like purple mount insignia.
I do plan to get masterwork crafting skills eventually though - my guild is not quite there yet - but for now I'm just working on getting my last few crafting skills up to level 25.
I also wonder how this new professions counts as rewarding the players who play the game.I know people invest insane amounts AD and they have to right to use/make/sell that gear.I blame the developers for professions since profession farmers can earn 500k-1m by crafting one piece of gear.It is literally showing middle finger to players who farm dungeons/skirmishes for measly AD
You want to make it more worth the investment, follow this reasoning. Common tools for every other profession add an 8% chance to crafting success. While it isn't much, +8% follows the pattern. It still means a max of 28% chance (no forgehammer) to 43% chance (with mythic forgehammer). The 8% will not completely infringe on those who have already mastered the Masterwork Professions.
Other things that would be nice, increase the rewards of the Tier 2 result (ie the failure).
Also, there are LOTS of epic level tools out there now. What about giving us a way to turn them into Legendary, but not as good as the Forgehammer's Legendary tool (which would make it possible to have 100% tier 3 result). Have the regular tools at legendary quality only give 45% chance. Thus a standard profession tier 3 chance would max out at 80% (no forgehammer) to 95% chance (with mythic forgehammer). As I understand it, you get a Masterwork Profession purple tool with a +40% when you complete the second set of tasks, so the above and forementioned results with the epic MW tool and 3 legendary tools would give 75% to 90% chance for Masterwork tier3 results.
These are meant to be reasonable ideas for improvements to professions and masterwork professions.