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Professions Overhaul:

thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
edited August 2018 in Player Feedback (PC)
Earlier today I was having a chat with @greyjay1 about professions and we brainstormed a bit about how they could be improved. Whilst the Masterwork professions in Neverwinter are very well designed, I feel the base profession system could do with some work. Currently, the way professions work is they are simply a means to an end, a way to unlock masterworks and that is it. While this is fine, I think the system could be much better and here are my thoughts as to how:

Base professions should focus more on gathering and less on crafting.
You know those tasks, "deep wilderness gathering?" Well, what if instead of them being completely useless, they were actually tied heavily into the crafting process. This is the unique part of base professions which does not exist in masterwork and thus it does not devalue anything in masterwork and nothing in masterwork devalues it. The immediate issue with this is that they give the result immediately, so its easy to automate. However, there is a solution. Instead of the task rewarding the material, it works as follows (example task):

Charting the Wilderness (Alchemy):
Send your specialists out to chart the wilderness and locate rare reagents.
  • Provides a map which allows you to interact with nodes inside of a dungeon.
  • These nodes are modified by explorers boon, 2x proffs, etc.
  • The number of materials awarded as well as the rarity depends on the level of the profession. For example, a level 5 profession would reward 5 items per node and not allow the rarer items. The level 25 professions would reward 25 items per node and allow the rarer items.
  • The tasks for the low level professions would provide maps in leveling dungeons. From level 15 onwards, the profession nodes would be set in end game dungeons, at level 15, in your easy dungeons like temple of the spider, at level 20, in dungeons like fangbreaker island and at level 25, in dungeons like Castle Ravenloft.
  • These tasks should take a very long period of time (example, 16 days) and only have 1 tier of success, giving the items produced some value and incentivizing players to use speed assets on them, which gives speed assets some purpose. The experience awarded from these tasks should be based on the long task time.
Then, like explorer's charts, you would be forced to run the maps in order to acquire the reagents. In order for these materials to be useful, they would however, need to be tied into the crafting process, which brings me to point 2.

Design philosophy for MW tasks:
Every MW task should be designed with the following philosophy, in order to drain materials out of the game. They should all contain at least 1 of the following (1 item, not necessarily used in quantity 1):
  • An item which comes from non masterwork specific charts (to give these items value).
  • An item which comes from masterwork specific charts (to incentivize players to spend guild marks).
  • An item which comes from temporary vendors (same reason as the previous).
  • An item which is purchased from a new SH vendor, which costs AD (prices not modified by wb/vip discount). This is to act as an AD sink.
  • The final step in any recipe (crafting of a useable item) should use an item which drops from an end game dungeon (example Castle Ravenloft) and is bound to account. Alternatively, it should cost something like chultan treasures to buy. This is to force players to actually play the game to benefit from mw and not benefit without doing anything.
This brings me to the third feature I would like to see added to professions, which is:

New Professions:
In order for a new, non masterwork profession to be a success without devaluing masterwork, it needs to offer something that masterwork does not offer. Here are some ideas:
  • Arcane Reforging - Allows you to recraft items, moving a percentage of 1 statistic into another. The higher the level of the profession, the more of a statistic it can move from 1 stat to another, as well as allowing more stats to be moved. Failure would cause the stats that were being moved to be lost, which is how quality is tied into the process. Works on enchantments and unbound gear without binding it.
  • Enchanting - Allows you to craft Overload enchantments and new armour or weapon kits. Overloads are a hugely underutilized feature in the game!
  • Cartography - A way to enhance the maps you already have, before running them. Cartographers further inspect the zone charted out by the specialists, causing them to award more materials. Low rank cartography only works on low level maps, high level cartography works on higher level maps. Quality increases the number of bonus materials awarded.
And finally, specialized recipes:

Advanced forms of masterwork recipes:
These could be advanced versions of masterwork recipes that already exist in the game. They have a chance to drop in dungeons as a scroll item and can be sold on the AH. They cannot be consumed if you do not already have the base recipe unlocked. They do not improve the item crafted in any way (or if they do, it is in a very minor way) but they give it the legendary background (orange) instead of the epic background. Items crafted in this manner also have a small string of text added to their description stating who crafted them, so inspecting someone wearing such an item would show who was the crafter.
Post edited by thefabricant on
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  • astrotiger5astrotiger5 Member Posts: 157 Arc User
    edited August 2018
    That sound like Herbalist profession rather like alchemy!
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    That sound like Herbalist profession rather like alchemy!

    Well, the alchemist has to start somewhere right? Starts with learning the ingredients before crafting with them. It was an example anyhow of how to rebuild the professions in a way to make them universally useful.
  • muminekm#3459 muminekm Member Posts: 248 Arc User
    Proffession shouldn't be "click and forget" think like it's now. I actually like supplying mw crafters and I like @thefabricant advices. I always was a lot into proffession in every MMO I played and I liked when game had whole supply chain. I could spend hours gathering rare herbs or ores :P Right now all we can do with 1- 24 lvl proffessions is mostly craft some vendor trash.

    And by creating nodes in dungeons we can revive some of the old content. Also ading this mechanic would give some of us something to do between modules ;)
  • kemnimtarkaskemnimtarkas Member Posts: 838 Arc User
    I just hope/wish the devs simplify the profession interface, the way they did for RP. There is no added gaming value to clicking a button 9 times instead of just once.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    I just hope/wish the devs simplify the profession interface, the way they did for RP. There is no added gaming value to clicking a button 9 times instead of just once.

    100% agreed, this is a QoL change we would all like to see.
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    I loved the professions and stuff in Star Wars the Old Republic - now I am nostalgic for that!

    Great ideas on the Professions front up there
  • regenerderegenerde Member Posts: 3,047 Arc User
    edited August 2018
    They should start with giving access to Masterwork Professions to anyone by placing the needed NPCs in PE market. Any player interested in pushing his professions to the max. should be able to do so without having to join the right guild.
    I mean what's the point of giving players the option to craft something usefull, but then lock it behind guild walls and make it only available to players, that can get better items with their guild?

    Crafting any product should only require "raw" materials, and we shouldn't have to craft/buy item B only for using it to craft item S. Just increase the time to manufacture higher ranking items accordingly in return.
    AD costs for crafting some items have to be either adjusted a lot or have to go completly too, only speeding up the crafting process should cost AD.
    There should be either new equipment recipes for all regular professions with every new module, or at least some kind of "token" we can craft with resources from the latest areas and then exchange for usefull (not asking for "endgame" stuff, only something to help everyone to "catch up") equipment.

    In short, crafting should become more open and relevant for all players.

    Profession nodes loot tables should be improved based on their location and if there're any NPCs "guarding" them.
    Nodes, that are placed in areas with highlevel enemies should give better rewards.
    Nodes in dungeons/skirmishes should also get better content, so that they're worth taking the time to open, and the loot will then be handled like any other loot drop.

    Last but not least, mount insignias should be moved into the regular mobs loot tables, and they should lose the "bind on pickup" tag too.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • muminekm#3459 muminekm Member Posts: 248 Arc User
    edited August 2018
    regenerde said:

    They should start with giving access to Masterwork Professions to anyone by placing the needed NPCs in PE market. Any player interested in pushing his professions to the max. should be able to do so without having to join the right guild.
    I mean what's the point of giving players the option to craft something usefull, but then lock it behind guild walls and make it only available to players, that can get better items with their guild?

    Masterwork was always exclusive for richest. Richest can even build their own guild for mw purposes only. And tight connection of mw to guilds is huge incetive for donations and guild marks farming. Without it growing my guild would take a lot longer :P (and guild marks would be pretty much useless). Proposed solution revive proffesion 1 - 25 and don't require guild marks (leave that for mw). Of course you would still need guild with Explorer's to maximize profits (but it's not required..not even now - without it you simple have smaller profits).
    regenerde said:


    Crafting any product should only require "raw" materials, and we shouldn't have to craft/buy item B only for using it to craft item S. Just increase the time to manufacture higher ranking items accordingly in return.

    It would be utterly boring. Complexity is what makes proffesion fun. I really like when some MMos have whole craft tree's to follow. You can either supply it on your own or buy half-product from suppliers (and thus whole market is born).

    As for rest:

    "In short, crafting should become more open and relevant for all players"

    I fully agree. With current proffessions you pretty much need to be well established player to profit from it. We need revelant masterwork (for richest, end game) and 1 - 25 lvl proffession task that actually matters.
  • nunya#5309 nunya Member Posts: 933 Arc User

    Base professions should focus more on gathering and less on crafting.
    You know those tasks, "deep wilderness gathering?" Well, what if instead of them being completely useless, they were actually tied heavily into the crafting process. This is the unique part of base professions which does not exist in masterwork and thus it does not devalue anything in masterwork and nothing in masterwork devalues it. The immediate issue with this is that they give the result immediately, so its easy to automate. However, there is a solution. Instead of the task rewarding the material, it works as follows

    Then, like explorer's charts, you would be forced to run the maps in order to acquire the reagents. In order for these materials to be useful, they would however, need to be tied into the crafting process, which brings me to point 2.

    Nope. No, no, no. No. Absolutely not. I use those tasks to level my professions because those tasks fit with my schedule and don't require the level of babysitting that other experience-bearing tasks do. I've nearly got all the professions done on my characters at this point. My paladin and rogue are DONE. My GWF is leveling Artificing and then done. My warlock is doing platesmithing and then done. My GF is doing tailoring and then done. My CW is doing mailsmithing and then he is done. My cleric and ranger need mailsmithing, while my cleric is also finishing up tailoring (L15 right now). After that, I still have to level those professions on my wife's characters.

    Leveling professions is already a pain in the HAMSTER and can be a long slog (or a somewhat shorter, highly annoying slog). Making this change would make that worse, not better. I'm not planning on doing MW on any character EVER. I'm leveling professions so that my and my wife's characters can make crates for donation to the guild coffer. There's only one other person in our guild working on professions and he's nowhere close to where we are. There is absolutely no reason why the non-masterwork tasks should be tied into masterwork at all.
  • muminekm#3459 muminekm Member Posts: 248 Arc User



    Nope. No, no, no. No. Absolutely not. I use those tasks to level my professions because those tasks fit with my schedule and don't require the level of babysitting that other experience-bearing tasks do. I've nearly got all the professions done on my characters at this point. My paladin and rogue are DONE. My GWF is leveling Artificing and then done. My warlock is doing platesmithing and then done. My GF is doing tailoring and then done. My CW is doing mailsmithing and then he is done. My cleric and ranger need mailsmithing, while my cleric is also finishing up tailoring (L15 right now). After that, I still have to level those professions on my wife's characters.

    Leveling professions is already a pain in the HAMSTER and can be a long slog (or a somewhat shorter, highly annoying slog). Making this change would make that worse, not better. I'm not planning on doing MW on any character EVER. I'm leveling professions so that my and my wife's characters can make crates for donation to the guild coffer. There's only one other person in our guild working on professions and he's nowhere close to where we are. There is absolutely no reason why the non-masterwork tasks should be tied into masterwork at all.

    But..you're doing professions for leveling only? Just step back and see it. The only reasons you're leveling them now is 1) for the sake of it 2) for making crate for donations. The whole reasoning behind this thread is to make professions revelant in our gameplay (and still you're not forced to do them!). And with new system there could be profession dedicated to crate farming - so you will be able to farm crates for your guild (and rewards would scale with 2x event and 2x boon...so new system could be lot better).
  • regenerderegenerde Member Posts: 3,047 Arc User
    edited August 2018


    Masterwork was always exclusive for richest. Richest can even build their own guild for mw purposes only. And tight connection of mw to guilds is huge incetive for donations and guild marks farming. Without it growing my guild would take a lot longer :P (and guild marks would be pretty much useless). Proposed solution revive proffesion 1 - 25 and don't require guild marks (leave that for mw). Of course you would still need guild with Explorer's to maximize profits (but it's not required..not even now - without it you simple have smaller profits).

    ... and it's about time to change exactly that. Members of higher ranking guilds still have the benefit of higher ranking boons and will get through any new content faster then anyone else - and that should be more then enough.


    It would be utterly boring. Complexity is what makes proffesion fun. I really like when some MMos have whole craft tree's to follow. You can either supply it on your own or buy half-product from suppliers (and thus whole market is born).

    The current system isn't exactly a source of overflowing joy and excitement either, and i'm rather tired of having to go through several steps of middle items to finish one product in the end.
    Besides, there would still be resources and then finished products that can be traded over the market.


    As for rest:

    "In short, crafting should become more open and relevant for all players"

    I fully agree. With current proffessions you pretty much need to be well established player to profit from it. We need revelant masterwork (for richest, end game) and 1 - 25 lvl proffession task that actually matters.

    Unless masterwork professions are changed as mentioned above, i don't see any reason for adding even more content to it.
    The gab between those that start the game, those that are somewhere in the middle and those that are in the "endgame" is allready big enough, and professions should be used to close that gab instead of increasing it even more.

    Don't get me wrong, i'm all for improving the game... especially when it comes to professions, since i like to craft items in MMOs... but those improvements should reach every player, and not just a selected few.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • muminekm#3459 muminekm Member Posts: 248 Arc User
    edited August 2018
    @regenerde

    I think there is some misconception. I think that with new system even starting players could farm professions and profit from it since new tasks would cost a lot of low tier stuff, bit of middle tier stuff, and some end game stuff. Right now MW solely depends on end game stuff. So with old system there exist huge gap and pretty much everything in low tier professions is useless. New system would actually make professions profitable for starting people (with nodes in low epic dungeons). It would be active across every player (and with better gear/char/prof level the better rewards obviously).

    Explorer's boons is 2x and you need only SH14 for that.

    " i'm rather tired of having to go through several steps of middle items to finish one product in the end."

    Actually there should be system where you could auto craft item if you met all requirments (other professions lvl up, resources in inventory). So save multi step process but allow to skip it if you want.

    All being said it's your opinion and I respect it. Just wanted to support the whole idea :P
  • nunya#5309 nunya Member Posts: 933 Arc User



    Nope. No, no, no. No. Absolutely not. I use those tasks to level my professions because those tasks fit with my schedule and don't require the level of babysitting that other experience-bearing tasks do. I've nearly got all the professions done on my characters at this point. My paladin and rogue are DONE. My GWF is leveling Artificing and then done. My warlock is doing platesmithing and then done. My GF is doing tailoring and then done. My CW is doing mailsmithing and then he is done. My cleric and ranger need mailsmithing, while my cleric is also finishing up tailoring (L15 right now). After that, I still have to level those professions on my wife's characters.

    Leveling professions is already a pain in the HAMSTER and can be a long slog (or a somewhat shorter, highly annoying slog). Making this change would make that worse, not better. I'm not planning on doing MW on any character EVER. I'm leveling professions so that my and my wife's characters can make crates for donation to the guild coffer. There's only one other person in our guild working on professions and he's nowhere close to where we are. There is absolutely no reason why the non-masterwork tasks should be tied into masterwork at all.

    But..you're doing professions for leveling only? Just step back and see it. The only reasons you're leveling them now is 1) for the sake of it 2) for making crate for donations. The whole reasoning behind this thread is to make professions revelant in our gameplay (and still you're not forced to do them!). And with new system there could be profession dedicated to crate farming - so you will be able to farm crates for your guild (and rewards would scale with 2x event and 2x boon...so new system could be lot better).
    I'm doing professions solely to help my guild and, in the case of Leadership, to generate refinement points via Guard Clerics of Ilmater and Escort a Wizard's Seneschal tasks. If not for all of that, I would have zero interest in professions and would have happily ignored them completely. If your new system makes it eas|y|ier to create crates for the guild and makes it possible for everyone to do that, then I'm all for your new system. I would love to not have had to invest months' worth of time into leveling professions in order to make this stuff. (I did take a week off leveling them, sort of, at the end of June when I had surgery. I had my laptop at the hospital with me and still managed to collect and restart them twice a day.)
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    regenerde said:


    Masterwork was always exclusive for richest. Richest can even build their own guild for mw purposes only. And tight connection of mw to guilds is huge incetive for donations and guild marks farming. Without it growing my guild would take a lot longer :P (and guild marks would be pretty much useless). Proposed solution revive proffesion 1 - 25 and don't require guild marks (leave that for mw). Of course you would still need guild with Explorer's to maximize profits (but it's not required..not even now - without it you simple have smaller profits).

    ... and it's about time to change exactly that. Members of higher ranking guilds still have the benefit of higher ranking boons and will get through any new content faster then anyone else - and that should be more then enough.


    It would be utterly boring. Complexity is what makes proffesion fun. I really like when some MMos have whole craft tree's to follow. You can either supply it on your own or buy half-product from suppliers (and thus whole market is born).

    The current system isn't exactly a source of overflowing joy and excitement either, and i'm rather tired of having to go through several steps of middle items to finish one product in the end.
    Besides, there would still be resources and then finished products that can be traded over the market.


    As for rest:

    "In short, crafting should become more open and relevant for all players"

    I fully agree. With current proffessions you pretty much need to be well established player to profit from it. We need revelant masterwork (for richest, end game) and 1 - 25 lvl proffession task that actually matters.

    Unless masterwork professions are changed as mentioned above, i don't see any reason for adding even more content to it.
    The gab between those that start the game, those that are somewhere in the middle and those that are in the "endgame" is allready big enough, and professions should be used to close that gab instead of increasing it even more.

    Don't get me wrong, i'm all for improving the game... especially when it comes to professions, since i like to craft items in MMOs... but those improvements should reach every player, and not just a selected few.
    I quite enjoy masterwork actually and the whole point of these suggestions is to reach every player, not just a select few. For the most part, these suggestions would make very little difference to masterwork at all, just changing the design philosophy of recipes and that is it. However, for professions level 1-25, it would mean that they go from having no meaning at all to actually serving a purpose.



    Nope. No, no, no. No. Absolutely not. I use those tasks to level my professions because those tasks fit with my schedule and don't require the level of babysitting that other experience-bearing tasks do. I've nearly got all the professions done on my characters at this point. My paladin and rogue are DONE. My GWF is leveling Artificing and then done. My warlock is doing platesmithing and then done. My GF is doing tailoring and then done. My CW is doing mailsmithing and then he is done. My cleric and ranger need mailsmithing, while my cleric is also finishing up tailoring (L15 right now). After that, I still have to level those professions on my wife's characters.

    Leveling professions is already a pain in the HAMSTER and can be a long slog (or a somewhat shorter, highly annoying slog). Making this change would make that worse, not better. I'm not planning on doing MW on any character EVER. I'm leveling professions so that my and my wife's characters can make crates for donation to the guild coffer. There's only one other person in our guild working on professions and he's nowhere close to where we are. There is absolutely no reason why the non-masterwork tasks should be tied into masterwork at all.

    But..you're doing professions for leveling only? Just step back and see it. The only reasons you're leveling them now is 1) for the sake of it 2) for making crate for donations. The whole reasoning behind this thread is to make professions revelant in our gameplay (and still you're not forced to do them!). And with new system there could be profession dedicated to crate farming - so you will be able to farm crates for your guild (and rewards would scale with 2x event and 2x boon...so new system could be lot better).
    I'm doing professions solely to help my guild and, in the case of Leadership, to generate refinement points via Guard Clerics of Ilmater and Escort a Wizard's Seneschal tasks. If not for all of that, I would have zero interest in professions and would have happily ignored them completely. If your new system makes it eas|y|ier to create crates for the guild and makes it possible for everyone to do that, then I'm all for your new system. I would love to not have had to invest months' worth of time into leveling professions in order to make this stuff. (I did take a week off leveling them, sort of, at the end of June when I had surgery. I had my laptop at the hospital with me and still managed to collect and restart them twice a day.)
    So you would leave an entire 25 levels of every profession useless just to save you a little bit of time leveling up a profession? That seems monumentally selfish.
  • nunya#5309 nunya Member Posts: 933 Arc User
    edited August 2018

    So you would leave an entire 25 levels of every profession useless just to save you a little bit of time leveling up a profession? That seems monumentally selfish.

    What's your malfunction, exactly? I honestly don't understand. My position is that I don't want to have to spend astral diamonds, gold, or guild marks in order to get the resources I need to level these professions to make the crates AND I want tasks I can do that fit into my schedule and don't require me to check on them hourly in order to best level the profession. If the crates are made more accessible and the resources to make them are nearly as accessible (I get all mine from SH temporary vendors already, except brimstone), then I don't care what is done with how you level professions. Alternatively, if there are ways to level them that allows players to choose the tasks that fit best into their schedules, then that's what matters to me. It's already difficult to get people to do anything with professions and if the changes make it more resource (or time) intensive, then I can't see that changing.
    Post edited by nunya#5309 on
  • ecrana#2080 ecrana Member Posts: 1,654 Arc User
    I like expanding upon professions but I don't agree with altering the way existing tasks work.

    Personally, the idea of having to gather items is a complete turnoff to me. It's one of the main reasons I never pursued mastercrafting. A few hours of mindlessly seeking out resources with maps and I'll never do that again, no thank you.

    I'm more in favor of an interface rework than anything and maybe a system like what you're describing would be "the next level of professions".

    I only use professions for RP so I'm sure you might say that I'm being selfish though. But I can say that I know a large group of players that only use professions for leadership. If you're not mastercrafting then you're making leadership bags or crates and to shaft a larger group of players I think is just another mistake.

    Adding onto the system though would make it an unobtrusive way to introduce a new way to do professions (but yeah how about the interface...).

  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited August 2018

    I like expanding upon professions but I don't agree with altering the way existing tasks work.

    Personally, the idea of having to gather items is a complete turnoff to me. It's one of the main reasons I never pursued mastercrafting. A few hours of mindlessly seeking out resources with maps and I'll never do that again, no thank you.

    I'm more in favor of an interface rework than anything and maybe a system like what you're describing would be "the next level of professions".

    I only use professions for RP so I'm sure you might say that I'm being selfish though. But I can say that I know a large group of players that only use professions for leadership. If you're not mastercrafting then you're making leadership bags or crates and to shaft a larger group of players I think is just another mistake.

    Adding onto the system though would make it an unobtrusive way to introduce a new way to do professions (but yeah how about the interface...).

    For the most part people only do leadership because outside of masterworking, it is the only profession that gives you anything. (Even if it gives you, in my opinion, absolutely nothing and is not worth doing.) The point of my proposal is to make other professions worth something without masterwork. At no point did my suggestion state that the leadership tasks that give RP should be removed, or the tasks that give stuff to donate to the coffer, what it did state is that the "go out and gather resources" tasks, which are used solely to gain xp, should be redone.

    Professions will never be worth anything unless you actually have to put in some work to get something. This proposal won't suck up too much of your time unless you are literally running maps on 8+ characters and if you are incentivized to do that, that means it is obviously worth doing. The way I had structured it, was so that the tasks deliberately take long (so that you won't have to run maps too often), they give reasonable volumes of items and the items they give have some value. They are also inside of dungeons, so you won't be forced to go too far outside of whatever you are usually doing to run them.

    So you would leave an entire 25 levels of every profession useless just to save you a little bit of time leveling up a profession? That seems monumentally selfish.

    What's your malfunction, exactly? I honestly don't understand. My position is that I don't want to have to spend astral diamonds, gold, or guild marks in order to get the resources I need to level these professions to make the crates AND I want tasks I can do that fit into my schedule and don't require me to check on them hourly in order to best level the profession. If the crates are made more accessible and the resources to make them are nearly as accessible (I get all mine from SH temporary vendors already, except brimstone), then I don't care what is done with how you level professions. Alternatively, if there are ways to level them that allows players to choose the tasks that fit best into their schedules, then that's what matters to me. It's already difficult to get people to do anything with professions and if the changes make it more resource (or time) intensive, then I can't see that changing.
    In my opinion, professions should not just be something that can basically be automated by a bot. As it currently states, if they ever give something good it will still be worthless because anyone can write a script in autohotkey that can do professions for them without them doing anything. With my proposal, there is at least some player interaction and professions could, maybe, be something that players are incentivized to do. So what if it takes you slightly longer to level them up, at least maybe they will be useful for something (and no, what you are doing is very inefficient and is imo a waste).
    Post edited by thefabricant on
  • nunya#5309 nunya Member Posts: 933 Arc User

    I like expanding upon professions but I don't agree with altering the way existing tasks work.

    Personally, the idea of having to gather items is a complete turnoff to me. It's one of the main reasons I never pursued mastercrafting. A few hours of mindlessly seeking out resources with maps and I'll never do that again, no thank you.

    I'm more in favor of an interface rework than anything and maybe a system like what you're describing would be "the next level of professions".

    I only use professions for RP so I'm sure you might say that I'm being selfish though. But I can say that I know a large group of players that only use professions for leadership. If you're not mastercrafting then you're making leadership bags or crates and to shaft a larger group of players I think is just another mistake.

    Adding onto the system though would make it an unobtrusive way to introduce a new way to do professions (but yeah how about the interface...).

    For the most part people only do leadership because outside of masterworking, it is the only profession that gives you anything. (Even if it gives you, in my opinion, absolutely nothing and is not worth doing.) The point of my proposal is to make other professions worth something without masterwork. At no point did my suggestion state that the leadership tasks that give RP should be removed, or the tasks that give stuff to donate to the coffer, what it did state is that the "go out and gather resources" tasks, which are used solely to gain xp, should be redone.

    I don't see why people who, quite frankly, are not engaging with professions at all are so against a proposal that actually incentivizes you to use them. Ever looked at how much materials used for masterworking go for? It is a lot more then the value of your leadership rp, that is for sure.
    Yeah, I looked at what the MW resources sell for on the AH. I've even sold some stuff on the AH. It's nice cash ... when it sells. I've got a bunch of stuff that hasn't sold and I've given up trying to sell it. It's boring to collect that stuff and after having done it for a few hours back in April (late March? early May?), I'm done bothering with that. If I had to engage in that kind of activity in order to level professions? Forget it. I wouldn't bother. It's too much hassle of getting some stupid map, going to the zone, and then running around looking for the sparkly spots with which you interact. And places like Chult make it worse because some of the sparkly spots are just stupid plants that spit out garbage that nobody wants.

    You really can't claim that everyone who is against your idea is not engaging with professions. Sure, I'm not engaging with the MW part of it, but that's because of the expense of doing it and because I'd rather spend my time improving other aspects of my characters ... and also because of the time I've already spent leveling professions. Honestly, after working on leveling professions for three or four months already and facing another two (probably and at least), I'm not exactly excited about the idea of doing MW stuff. I have guild members who would like to make crates for the guild, but they don't have the AD available to buy grandmaster crafters for professions the way I did. When you couple having to use lower quality crafters with not being able to collect on tasks every 4 or 5 hours the way that I can right now, then you end up with something that looks like it's going to take 45 years to reach the end of. And that makes people just not want to even bother with it, which is chatter I see in the alliance channel very often. This is why I had made the suggestion to just sell a profession XP booster like they do for epic XP and whatever else. Yeah, that's really a band-aid of sorts over the larger problem, especially since it would be a Zen store item. However, I really don't understand why Cryptic didn't realize that as a sale opportunity a long time ago and offer it up without players having to suggest it.

    So if they were to change professions to make it easy to make the crates for the people who are interested in that, then I don't really care what they do with professions otherwise. That way, for the people who just want to help their guilds, those people can do that quickly and easily. (It shouldn't take months of daily engaging in collecting and starting these tasks to get to the point where eight characters on an account can make crates of guild stuff from each of the professions.) Then, for the people who really enjoy professions and want to do that and want to work on MW, then they get the joy from that they (and you) are looking for. Whatever the devs do, they need to make this system fun because it is certainly not fun for anyone who engages with it.
  • nunya#5309 nunya Member Posts: 933 Arc User
    edited August 2018
    Oh, and I should add that it has taken me months to level these professions after having purchased at least 9 (and usually 18) grandmaster crafters for each profession - alchemy not included - and running 9x gathering tasks 4x daily 7 days a week. With Alchemy, I bought four grandmaster alchemists per character so that the research tasks would take the least amount of time possible. I was able to level Alchemy in about 10 days from 1 to 25, and that was with buying out the experiments immediately after starting them. This made Alchemy super expensive, but makes it the fastest and most painless to level.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Oh, and I should add that it has taken me months to level these professions after having purchased at least 9 (and usually 18) grandmaster crafters for each profession - alchemy not included - and running 9x gathering tasks 4x daily 7 days a week. With Alchemy, I bought four grandmaster alchemists per character so that the research tasks would take the least amount of time possible. I was able to level Alchemy in about 10 days from 1 to 25, and that was with buying out the experiments immediately after starting them. This made Alchemy super expensive, but makes it the fastest and most painless to level.

    When the latest tier of masterworks came out, I went from having 2 professions level 25 to having 8 of them in a period of about 3 weeks. If it has taken you that long, it is solely from inefficiency on your part. It is normally more efficient to level professions by actually making items, then just queuing tasks for long periods of time. Furthermore, at no point did I suggest the XP for completing the task should be awarded on completing the map, I suggested the resources the task awards should be (although with tasks taking that long, you would not run them for xp anyhow). Neverwinter is sorely lacking in the gathering aspect of professions, which is very well covered in other games. I remember when I played WoW leveling mining, going from zone to zone picking up ores. This is similar.

    You are basically saying, "lets leave professions worthless because I don't want them to take a little longer for me to level, even if it makes them more engaging and more rewarding." Just because you don't like gathering resources doesn't mean that there aren't people who do like it who would engage with it willingly, who would then be rewarded for doing so.
  • nunya#5309 nunya Member Posts: 933 Arc User
    What I'm actually saying is that I don't want professions to become even harder to level than they already are. Most of the people in my alliance aren't bothering with them because of the tedium of having to collect and restart tasks and because of how long it takes to level the professions. As for making things, I didn't have the resources to make stuff in order to level professions. Plus, I can't sit there and babysit these things nearly constantly (for example, hourly or even every two hours) in order to level them as fast as you did. So my concern is just making sure that either making crates is no longer a function of having to level the professions or that leveling the professions is fast and easy. If people like going around and picking up rocks off the ground, go pick up rocks. I don't care as long as I don't have to pick up rocks to level professions to do what I want to do. If your suggestion is to award the xp when the map is awarded, I'd be down with that. If the maps are unbound, I'd happily toss them up on the AH for whatever I can get. The AD from doing that would be icing on the cake.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited August 2018
    Well despite me and the thefabricant agreeing to disagree: that Mastercraft is designed well; perhaps not very well designed - cause I still believe it needs a few minor improvements! Similar to what regenerde suggested saying they needed to at least open it up to a little bit more players. Perhaps I'm the middle ground between both of these positions; don't think they should make it vastly easier either!

    My Corellon - they could at least increase Mastercraft (Common) tools to providing 8%-10% Quality not the 0% they do currently. My goodness all common -warn- tools provide 8%. o:)

    Still I think 25 Professions could or should be enhanced -a little- if not -a lot- from were they are today!

    I know they extend some recipes with Chult! Just didn't quite go far enough! Most of that gear is 420 (Rare) or at best 430 (Rare) and still much lower than most Dungeon gear that drops at 450-460 Epic. Still Dungeon gear is bind to account while professions is unbound for anyone that crafts it. I mean they don't definitely don't want unbound high level gear making it too easy to obtain for people doing low level capaigns either...

    But it's very clear regular professions do need something to add a little more Spark back into them for sure!

    So I'd like to congratulate the thread author for at least bringing attention on that subject again!
    Post edited by strathkin on
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    What I'm actually saying is that I don't want professions to become even harder to level than they already are. Most of the people in my alliance aren't bothering with them because of the tedium of having to collect and restart tasks and because of how long it takes to level the professions. As for making things, I didn't have the resources to make stuff in order to level professions. Plus, I can't sit there and babysit these things nearly constantly (for example, hourly or even every two hours) in order to level them as fast as you did. So my concern is just making sure that either making crates is no longer a function of having to level the professions or that leveling the professions is fast and easy. If people like going around and picking up rocks off the ground, go pick up rocks. I don't care as long as I don't have to pick up rocks to level professions to do what I want to do. If your suggestion is to award the xp when the map is awarded, I'd be down with that. If the maps are unbound, I'd happily toss them up on the AH for whatever I can get. The AD from doing that would be icing on the cake.

    My suggestion had nothing to do with changing when the xp was awarded, only that the tasks actually give something worthwhile. Neither was I suggesting they do away with any other profession tasks that already exist. To be honest it would make more sense if they moved all those "crate gathering" tasks into their own profession like @muminekm#3459 pointed out earlier, maybe Logistics or something like that and then have the other professions focus more on gathering and crafting.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited August 2018

    What I'm actually saying is that I don't want professions to become even harder to level than they already are. Most of the people in my alliance aren't bothering with them because of the tedium of having to collect and restart tasks and because of how long it takes to level the professions. As for making things, I didn't have the resources to make stuff in order to level professions. Plus, I can't sit there and babysit these things nearly constantly (for example, hourly or even every two hours) in order to level them as fast as you did. So my concern is just making sure that either making crates is no longer a function of having to level the professions or that leveling the professions is fast and easy. If people like going around and picking up rocks off the ground, go pick up rocks. I don't care as long as I don't have to pick up rocks to level professions to do what I want to do. If your suggestion is to award the xp when the map is awarded, I'd be down with that. If the maps are unbound, I'd happily toss them up on the AH for whatever I can get. The AD from doing that would be icing on the cake.

    My suggestion had nothing to do with changing when the xp was awarded, only that the tasks actually give something worthwhile. Neither was I suggesting they do away with any other profession tasks that already exist. To be honest it would make more sense if they moved all those "crate gathering" tasks into their own profession like @muminekm#3459 pointed out earlier, maybe Logistics or something like that and then have the other professions focus more on gathering and crafting.
    Yea... My Corellon. I agree with you on that point! I wouldn't move them into their own profession, but it would be nicer if green or blue crates offered a little more, little easier to get a few extra guild marks while you level professions. :o

    Honestly I don't think leveling a normal profession takes a terribly long period of time; sure it takes some as your character is growing. But there is nothing preventing you from possibly having 1-2 professions mastered in a few months or less.

    Something clearly needs to improve normal professions a little bit more! Chult recipes was Nice but didn't quite go far enough... Still maybe we'll see something similar the next few Mod's. :)
    Post edited by strathkin on
  • rondo5150rondo5150 Member Posts: 25 Arc User
    Tools, (Mithral) were in the Millions, I know, I made it a job to buy, collect, combine to the highest rank to use, borrow out to guild members, or to sell. My toon is always parked at the same location in PE. I log onto the game after being idle for a few months, only to find my toon standing by a mailbox and all my tools were gone with a bunch of other items. This was concerning as I paid REAL cash in the game to buy some of these tools and now all of them were gone. I had made a Mimic in Preview and this was proof I had these tools, items, etc. Yet PWE did nothing! Professions had a use at one time, now its a waste of time just to open kits. And if you do open a kit or chest in a dungeon, you get yelled at for looting the dungeon or kicked out. (???) Isn't that what we are to do the dungeons for? Loot, gear, AD, whatever we find? Professions needs a major overhaul as there is nothing there worth making and all prices dropping makes crafting a waste of time when everyone is now geared for salvage of stuff for AD. Bring ALL professions back, by making a refining house. You find rare items to build a refining house in your Stronghold (or) in Professions. This refining house is connected to your Gold Mine, and AD Mine. Have limits on how much they can do per week, per day. etc. Then they supply raw and rare materials for the refining house to refine your gold, AD or rare to find items needed in the game. That WOULD make people come back and do Professions again.
  • nunya#5309 nunya Member Posts: 933 Arc User

    What I'm actually saying is that I don't want professions to become even harder to level than they already are. Most of the people in my alliance aren't bothering with them because of the tedium of having to collect and restart tasks and because of how long it takes to level the professions. As for making things, I didn't have the resources to make stuff in order to level professions. Plus, I can't sit there and babysit these things nearly constantly (for example, hourly or even every two hours) in order to level them as fast as you did. So my concern is just making sure that either making crates is no longer a function of having to level the professions or that leveling the professions is fast and easy. If people like going around and picking up rocks off the ground, go pick up rocks. I don't care as long as I don't have to pick up rocks to level professions to do what I want to do. If your suggestion is to award the xp when the map is awarded, I'd be down with that. If the maps are unbound, I'd happily toss them up on the AH for whatever I can get. The AD from doing that would be icing on the cake.

    My suggestion had nothing to do with changing when the xp was awarded, only that the tasks actually give something worthwhile. Neither was I suggesting they do away with any other profession tasks that already exist. To be honest it would make more sense if they moved all those "crate gathering" tasks into their own profession like @muminekm#3459 pointed out earlier, maybe Logistics or something like that and then have the other professions focus more on gathering and crafting.
    That's fine. The only problem is that developers always seem to engage in "Corrupt A Wish" any time they start doing something players request. So they might decide your idea of maps is great. When they implement it, they'll bind the maps to the account* and then require the player to actually go collect whatever garbage in order to get the experience. On top of that, they'll probably still make the task take the same amount of time to complete and award the same experience.

    * Let's face facts: They're more likely to bind the map to the character because we can't have someone using their alts to generate maps to help the one character level a profession.

    Personally, I would love it if they split off all those crate tasks into their own profession and made that profession either easy to level or just "Get the assets and resources you need, and you too can make crates!" I don't want people like me to stand in the way of people like you having more fun with professions. I just don't want people like me to get shafted in order for people like you to have more fun with professions, either. If the devs do decide to split the crate tasks into their own profession and they require that profession to be leveled, then I would want people like me who have taken the time to level these other professions to already be max level in the new one.
  • geminisky59#9345 geminisky59 Member Posts: 80 Arc User
    If a rehaul is done they also need to consider the players who have already spent millions of AD to get to masterwork level. If they shortcut this for everyone who are too lazy to do professions I will quit this game. Also we should be given an option to masterwork companion items. rings, necklaces etc. it would also be nice to be able to masterwork insignias. The high end gear RNG also needs to be either removed or allow us a means to craft tools to reduce the RNG considerably. 75% success rate with forgehammer blows.
  • nunya#5309 nunya Member Posts: 933 Arc User
    @geminisky59#9345 I understand what you're saying. I agree that MW shouldn't be made easier. As I said in another thread about that, it's called masterwork for a reason.
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    If a rehaul is done they also need to consider the players who have already spent millions of AD to get to masterwork level. If they shortcut this for everyone who are too lazy to do professions I will quit this game. Also we should be given an option to masterwork companion items. rings, necklaces etc. it would also be nice to be able to masterwork insignias. The high end gear RNG also needs to be either removed or allow us a means to craft tools to reduce the RNG considerably. 75% success rate with forgehammer blows.

    They already did do something to make masterwork easier. Temp structures in SH. Bye Felicia!
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