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OFFICIAL FEEDBACK THREAD: Professions Overhaul

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    kythelion#3210 kythelion Member Posts: 348 Arc User
    Yeah, his point is that he's not okay with exchanging his current professions people into random chances that give mostly common. TBH, I'm not either. I know Asterdahl said they did that because of the way the new artisans are different, but it incredibly hamstering ridiculous to trade for a random chance. It really should have been broken down into more distinct categories of recruitment scripts to allow us more control of how to rebuild our professions arsenal from what we have.
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    someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User
    It's profession related too;
    Obsolete Profession Resources in Quartermaster's Bag:

    image image image

    Quartermaster's Enchantment (12%).

    https://www.arcgames.com/en/forums/neverwinter#/discussion/1243741/m15-obsolete-profession-resources-in-quartermasters-bag
    Rimuru?
    Dead 🔪
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    nisckisnisckis Member, NW M9 Playtest Posts: 655 Arc User
    @onodrain yes, I tested the workshop leveling and max artisan numbers with a newly copied character. Fortunately I have enough AD at preview to pay the Lady Begum commission with plain AD.

    From my point of view, with a maximum of 26 artisans at level 4, I'll need to level quite a few alters (3 alters plus main) to workshop level 4 and also buy and upgrade their respective forgehammer of gond if I want to be sure to be able to craft everything.

    If the artisans were bound to account, at least I could just throw zen at it until I got them all and then I could just keep moving them around the alters when I needed I specific one.

    As I'm currently seeing it, that means I need 4 times the same investment I needed previously to be able to craft the same items I could do previously.

    I do hope I'm just missing something here with the new system limits
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    forcemajeureforcemajeure Member Posts: 69 Arc User
    I don't think you're missing anything except a flat-out announcement from Cryptic that their 'new profession system' is simply an excuse to take away lots of functionality you already bought and paid for, replace it with reduced functionality, add in lots of RNG to confuse the issue, and make you fork out a ton of gold, time, AD and possibly Zen just to get back to almost-as-functional as you are now.

    Of course, they won't announce that, because only crazy people would tell their customers that they are doing something like that, right?

    Since it seems my artisans will be taken away and replaced with fewer, semi-random ones; my tools will be taken away and replaced with fewer ones that I cannot stack on a task as I can now; all the items I currently have that I can trade, send to other characters, sell on exchange or otherwise make use of will become character bound; and I have to spend time and resources levelling up my workshop, I am wondering...

    Is there anything at all in the new profession system that is objectively better than what we currently have?
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    leonidrexleonidrex Member Posts: 401 Arc User

    I don't think you're missing anything except a flat-out announcement from Cryptic that their 'new profession system' is simply an excuse to take away lots of functionality you already bought and paid for, replace it with reduced functionality, add in lots of RNG to confuse the issue, and make you fork out a ton of gold, time, AD and possibly Zen just to get back to almost-as-functional as you are now.

    Of course, they won't announce that, because only crazy people would tell their customers that they are doing something like that, right?

    Since it seems my artisans will be taken away and replaced with fewer, semi-random ones; my tools will be taken away and replaced with fewer ones that I cannot stack on a task as I can now; all the items I currently have that I can trade, send to other characters, sell on exchange or otherwise make use of will become character bound; and I have to spend time and resources levelling up my workshop, I am wondering...

    Is there anything at all in the new profession system that is objectively better than what we currently have?

    it looks nicer, and i like the sound inside the workshop i will keep my alts there just for the music :D
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    kythelion#3210 kythelion Member Posts: 348 Arc User
    Asterdahl did say they want you to have to choose. They specifically and intentionally do not want anyone to be able to be completely self sufficient. I'm really thinking I might just say HAMSTER professions all together. Which makes me sad. I actually like the workshop idea and design. But if I can't do anything useful with it without creating more farm work for myself, just not worth my time. Also, I'm curious to see how they're going to react in a mod or two to all the new farming that's already cropping up. They really like to squash farming whenever possible it seems.
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    strathkinstrathkin Member Posts: 1,798 Arc User
    edited October 2018
    micky1p00 said:

    strathkin said:

    micky1p00 said:

    I apologize if it was brought up / answered:

    For all the traded tools, and workers, I can only recruit blue and lower artisans (blue pack)? With perhaps small chance for epic?

    I've converted all my assets for a hefty sum of credits, but the use of those is limited to say the least. If I'll opt to use the ZEN packs for artisans the whole millions of credits will be a waste.

    Can we have direct Epic packs for credit? Or perhaps even consumables for that credit?

    @micky1p00

    Check your RETAINER as you should get 2 guaranteed Common, then 3 guaranteed Rare, and also 3 guaranteed Epic if you select the option for the Get Artisans from the Professional Slot Unlock Benefits.

    Note: first two Common you gain from unlocking Professional Slots 2 & 3 on that character, you then gain the 3 Rare from unlocking slots 4-6, and then gain the 3 Epic's from unlocking slots 7-9. So get any finished you can before GO LIVE

    It generally the 1st option 'I what to exchange old professional items', followed by the 1st option 'Redeem Legacy Professional Slot Unlocks'. :)
    You completely missed the point, the fact that I have crapton of chars with 9 slots doesn't change the issue that I have millions of credit points for assets and tools that I have nothing to use them on.
    Also if you look carefully at the stats, I will need to cycle tens of epic artisans, 3 is a drop in a sea, especially for later professions, for example 4th+
    Well thank you for clarifying! @micky1p00

    Okay. If you're referring to having a large Asset Credit: 1,000,000 to 2,500,000++ and you'd like an option, to perhaps buy at least 1:
    • Premium Artisan Recruitment?
    That is only a question the DEV can answer, I suspect if permitted, would be significant asset amount!
    • Professional Artisan Recruitment - is 200,000 which I understand 'sometimes' drops common/'rare'/epic artisans.
    I've still seen all 3 types from those packs, so there is a chance you could get Several Epic's but it's not a guarantee for sure.

    Realize when you craft 1428-2200 sets of gear for Workshop 4, you may just want the ones with cheaper commission! So several Common or Rare may likely be highly desirable at that time for sure! Not a big difference from 3000 credit and 3500 credit, though it will reduce the # of items by a noticeable margin, and in the process potentially save you a lot of gold! Then once you've fully upgraded your workshop, you may then in fact want different Rare Artisans, or consider more Epic Artisan's as the Focus shifts.

    Another option: Consider sharing tools or professionals between a few different character's using mailbox.

    Seems the drops from Professional Artisan Recruitment will change based on the Level of your Workshop. At Workshop 1 & 2 they will mostly be Common though you can get some Rare ones once in a blue moon. You likely best waiting till your Workshop Shop 3 as more will be Rare, and I suspect chances for Epic increases at Workshop 4. :o

    -----
    NOTE: There is also the option to trade Legendary Tools. Also you should not discount the Rare Artisan's, cause some in fact are very, very = good - just as some Epic Artisans, may likely not appeal to others, especially those with the Highest Commission. At workshop 3 you can still hire 20 Artisan's, and Rare Artisans may apply from time-to-time, and at Workshop 4 even more can apply, and last I saw Epic Artisan's sometimes may apply. So I'd focus on upgrading to Workshop 4, and getting the best artisan's that, enable you to fully upgrade the workshop! Now realize I recognize (some) of these facts, you &/or others may be aware of, yet stating so 'everybody' realizes. Also you may want to share more tools &/or artisan's to more characters. DEVs looked at exchange prior to launch announcement, so some have recently purchased Professionals at a cheap rate, allowing them significant credit recently. That does not mean they should be rewarded more! I'm also not saying that is what you've done either, so let's be very clear about that very fact. I still believe what they have offered us is extremely FAIR and accommodating to a range of players. Not to mention all the things workshop offers that we didn't have before. So if you do some of those things and are patient, you'll even earn the odd Epic Artisan, by just having them apply to workshop. :)
    -----

    FYI: Retainer Materials don't appear to be Character Bound anymore!

    Trade Asset Credit also for Material Credit!
    Post edited by strathkin on
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    pitshadepitshade Member Posts: 5,665 Arc User
    artifleur said:

    Emperor's (invisible) Shirts and Pants can't be crafted.

    They are obsolete. The ability to disable pants and shirt visuals was added last year or perhaps even earlier.
    "We have always been at war with Dread Vault" ~ Little Brother
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    mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    Someone told me today that there is an artisan that has a -75% commission stat. The person(s) who is lucky enough to get that can literally corner the market on things that have AD cost for the commission? They would be able to undercut anyone else trying to make and sell kits for example?

    Any clarification on this?

    twitch.tv/kaligold
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    strathkinstrathkin Member Posts: 1,798 Arc User
    edited October 2018
    micky1p00 said:

    strathkin said:

    micky1p00 said:

    strathkin said:

    micky1p00 said:

    I apologize if it was brought up / answered:

    For all the traded tools, and workers, I can only recruit blue and lower artisans (blue pack)? With perhaps small chance for epic?

    I've converted all my assets for a hefty sum of credits, but the use of those is limited to say the least. If I'll opt to use the ZEN packs for artisans the whole millions of credits will be a waste.

    Can we have direct Epic packs for credit? Or perhaps even consumables for that credit?

    @micky1p00

    Check your RETAINER as you should get 2 guaranteed Common, then 3 guaranteed Rare, and also 3 guaranteed Epic if you select the option for the Get Artisans from the Professional Slot Unlock Benefits.

    Note: first two Common you gain from unlocking Professional Slots 2 & 3 on that character, you then gain the 3 Rare from unlocking slots 4-6, and then gain the 3 Epic's from unlocking slots 7-9. So get any finished you can before GO LIVE

    It generally the 1st option 'I what to exchange old professional items', followed by the 1st option 'Redeem Legacy Professional Slot Unlocks'. :)
    You completely missed the point, the fact that I have crapton of chars with 9 slots doesn't change the issue that I have millions of credit points for assets and tools that I have nothing to use them on.
    Also if you look carefully at the stats, I will need to cycle tens of epic artisans, 3 is a drop in a sea, especially for later professions, for example 4th+
    Well thank you for clarifying! @micky1p00

    Okay. If you're referring to having a large Asset Credit: 1,000,000 to 2,500,000++ and you'd like an option, to perhaps buy at least 1:
    • Premium Artisan Recruitment?
    That is only a question the DEV can answer, I suspect it require a significant asset amount!
    • Professional Artisan Recruitment - is 200,000 which I understand 'sometimes' drops common / rare / epic artisans.
    I've still seen all 3 types from those packs, so there is a chance you could get Several Epic's but it's not a guarantee for sure.

    Realize when you craft 1428-2200 sets of gear for Workshop 4, you may just want the ones with cheaper commission! So several Common or Rare may likely be highly desirable at that time for sure! Not a big difference from 3000 credit and 3500 credit, though it will reduce the # of items by a noticeable margin, and in the process potentially save you a lot of gold! Then once you've fully upgraded your workshop, you may then in fact want different Rare Artisans, or consider more Epic Artisan's as the Focus shifts.

    Another option: Consider sharing tools between a few different character's.

    -----
    NOTE: There is also the option to trade Legendary Tools. Also you should not discount the Rare Artisan's, cause some in fact are very, very = good - just as some Epic Artisans, may likely not appeal to others, especially those with the Highest Commission. At workshop 3 you can still hire 20 Artisan's, and Rare Artisans may apply from time-to-time, and at Workshop 4 even more can apply, and last I saw Epic Artisan's sometimes may apply. So I'd focus on upgrading to Workshop 4, and getting the best artisan's that, enable you to fully upgrade the workshop! Now realize I recognize (some) of these facts, you &/or others may be aware of, yet stating so 'everybody' realizes. Also you may want to share more tools &/or artisan's to more characters. DEVs looked at exchange prior to launch announcement, so some have recently purchased Professionals at a cheap rate, allowing them significant credit recently. That does not mean they should be rewarded more! I'm also not saying that is what you've done either, so let's be very clear about that very fact. I still believe what they have offered us is extremely FAIR and accommodating to a range of players. Not to mention all the things workshop offers that we didn't have before. So if you do some of those things and are patient, you'll even earn the odd Epic Artisan, by just having them apply to workshop. :)
    -----
    I believe you are not aware of the magnitude of costs involved here, or how it works.

    1. There is no sharing tools or assets, you can't move assets, and the tools are not relevant.

    2. At maximum proficiency a MW task is about ~60% (60 something) chance of success without return of items, as compared to live with regular toolset it's 75% with partial return on failure and with legendary tools it's 95%. New system, to get a return you need 25% recycle and max stat artisan + dub hand for intermediary steps, a blue artisan will lower the success chance enough to make it very significant in overall terms.

    3. To get the artisans we want, we need to start filling the slots, and open those packs like candies. Hitting an acceptable artisan depends on pack cost, and overall amount of options, and amount of slots, as they can't repeat. Now that it's 26 slots as compared to 32 it just increased the costs exponentially, especially for the later professions.

    4. We talk about magnitudes of 100k+ ZEN here (given a lot of assumptions), the costs of the workshop upgrade and the blue or not blue workers is insignificant in comparison.
    Especially if the ZEN recruitment is the same Artisan recruitment packs...

    5. With the pack being random and granting more or less what daily recruitment does, only at exorbitant costs in terms of credit (lets look at all my tools, at current or pre-announcement prices, and it's millions in AD) there is nothing that I really want to use those credits on.

    6. All the points you brought up perhaps interesting to some, but do not have any relation to the issue I've brought up. Which was actually in cyan which means I indeed assumed only a dev can address that issue...

    On a different, and a bit side note, maybe it's just me, but just wanted to say that the multitude of colors rally make readability harder for me.
    I am aware. Some Master Crafter's have made back those investments several times over. Though that's really depends on the individual, as there's are likely some on either side of the spectrum for sure.

    I wouldn't discount a Rare Artisan however, though I understand the preference for more Epic Artisans. So that's why I've highlighted 'your' ask @micky1p00 above as I understand it, for a Premium Artisan Recruitment with credits, but denoted only a DEV could answer for you. I mean I think that is a very 'fair' question to ask, if I understood what you asking for?

    I've regularly noticed the drops from Professional Artisan Recruitment will change based on the Level of your Workshop. At Workshop 1 they mostly Common though you can get some Rare once in a blue moon. The drops then seem to improve at Workshop 2, and slightly better at Workshop 3, so I'd assume Workshop 4 you'd get your best chances for Epic Artisans.

    NOTE: You can buy unbound material with material credit; then use asset credit to exchange for material credit--if you so choose.

    -----
    I've seen them lower the Proficiency & Focus on several Mastercraft Recipe's at each tier. So that was a positive development!

    They also expanded the Mastercraft II Proficiency by +25. Yet another positive development!

    They then improved Legendary Tools - I also thought that was very nice!

    Previously I hoped they would 'slightly' improve a few other tools +5 like the Mastercraft I Well-Worn tools. Even a 'tiny' boost to the Mastercraft II tool given get an additional +5 Focus. I would have liked a few higher level tools increased slightly more - but I don't anticipate them.

    I'll try to remain hopeful & gravitate to those who positive, so I try to remain hopeful, they re-consider a few things for launch.
    -----

    I admit the failure rate is going to be higher, yet a chance to produce Higher Quality gear!

    They have also done a significant job improving Mastercraft Gear, with higher Item Level making outdated gear, significantly more relevant and some likely very valuable especially Rings and such.. So there's a few more (~10-15%) risks of failure, but the reward potential is a lot higher!

    :+1: or :-1: This will depend on everyone's personal views.
    Post edited by strathkin on
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    onodrainonodrain Member Posts: 334 Arc User

    Someone told me today that there is an artisan that has a -75% commission stat. The person(s) who is lucky enough to get that can literally corner the market on things that have AD cost for the commission? They would be able to undercut anyone else trying to make and sell kits for example?

    Any clarification on this?

    I have seen many artisans with -75% commission stat. I have seen them as common, rare and epic artisans. I have seen many artisans on test server. The most most valuable I saw was an epic with 400 proficiency, -75% commission and +100% speed. Their focus was only 320, though. The only one I have seen with 400 proficiency/focus also had 200% commission.
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    agilestoagilesto Member Posts: 516 Arc User
    pitshade said:

    artifleur said:

    Emperor's (invisible) Shirts and Pants can't be crafted.

    They are obsolete. The ability to disable pants and shirt visuals was added last year or perhaps even earlier.
    Obsolete or not, they were the most beautiful icons on the char sheet for the shirt and pants :( Gotta save some en souvenir
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    artifleurartifleur Member Posts: 642 Arc User
    agilesto said:

    pitshade said:

    artifleur said:

    Emperor's (invisible) Shirts and Pants can't be crafted.

    They are obsolete. The ability to disable pants and shirt visuals was added last year or perhaps even earlier.
    Obsolete or not, they were the most beautiful icons on the char sheet for the shirt and pants :( Gotta save some en souvenir
    Disable visuals also doesn't work with the preview window, but that's a different story.

    I was genuinely unaware of the ability to turn off shirt and pants visuals. I'm starting to feel obsolete too. :o
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    cts2000#2706 cts2000 Member Posts: 86 Arc User
    What do you guys think, which of the new Legendary tools is worth getting with exchanging in an old tool? Since the Forgehammer trumps all now, would it be best to just get the Legendary Pick Axe maybe?
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    auron#6793 auron Member Posts: 395 Arc User
    edited October 2018
    I would like to make a sugestion, could you add access to the workshop from the stronghold map? This would resolve the issue of lag in protecters enclave.

    like maybe add a Workshop" building to the lvl 1 or 2 marketplace
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    krailovkrailov Member Posts: 302 Arc User
    onodrain said:

    Someone told me today that there is an artisan that has a -75% commission stat. The person(s) who is lucky enough to get that can literally corner the market on things that have AD cost for the commission? They would be able to undercut anyone else trying to make and sell kits for example?

    Any clarification on this?

    I have seen many artisans with -75% commission stat. I have seen them as common, rare and epic artisans. I have seen many artisans on test server. The most most valuable I saw was an epic with 400 proficiency, -75% commission and +100% speed. Their focus was only 320, though. The only one I have seen with 400 proficiency/focus also had 200% commission.
    Almost every epic artisan I have opened (latest build) has had +200% Comm, -speed and none at 400 Prof or focus - somewhere between 375 and 395. I have had (since latest build) ONE Artisan at -Comm. Some at 0, but the majority are all +Comm.

    I feel the Epic are now a horrible lottery, and hope to that this is just a bad nightmare of pre-live stats... but I am afraid this is what most will get. At this point, even a 400 Proficiency artisan and tool (360 Prof) will NOT guarantee 100% at lvl 70 anything - which means we will be wasting Gold and time...

    To me these points are really taking the shine off of an absolute cracker implementation.

    Might is not always right - the powerful sometimes forget that.

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    tenetombtenetomb Member, NW M9 Playtest Posts: 113 Arc User
    I don't know if this has already been reported (and i'm too lazy to check 40 pages of discussion) but Electrum Medic Necklace and Electrum Raid Necklace have exactly the same stats (on live too).





    Now that they are going to be good companion equipments, why not making the second one useful by changing its stats to Crit / Ar.Pen or Crit / Recovery ?
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    onodrainonodrain Member Posts: 334 Arc User
    @krailov I agree regarding artisans. I feel there is not enough difference between the common, rare and epic. What was written regarding the epic artisans early in this thread by devs gave us the expectation they would be awesome. That the epic artisan in the new system was worth significantly more than in the old system.

    I opened up many artisan scrolls, since you have an unlimited supply on test. It is tedious to go through them, but I found interesting info.

    It seemed that you have one common, one rare and one epic artisan with -75% commission for each profession. The randomness of the artisans made it so I never had a specific profession with the three -75% artisans. But across the few professions I tested, I did see one -75% commission for each artisan type, but never 2 of one artisan type (common, rare, epic) within a specific profession. Not having access to the complete sample makes this info non definitive. But it is a starting point.

    If people feel like spending time clicking scrolls, I would recommend isolating your information to one profession at a time. I focused mainly on alchemy, leatherworking and gathering.

    There are many profession materials on the retainer that do not allow you to buy in quantities. These seem to be the higher end materials that were recently added. Based on what has been written, I expect these will be available in multiple quantities, like the other materials.

    For casual players, getting the workshop to level 4 will be too much effort. Paying 5.5MM AD will be how many players do it.
    Otherwise, the time/resource commitment is too high. I expect that is what the devs wanted, as it takes more AD out of the system.
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    onodrainonodrain Member Posts: 334 Arc User
    edited October 2018

    I would like to make a sugestion, could you add access to the workshop from the stronghold map? This would resolve the issue of lag in protecters enclave.

    like maybe add a Workshop" building to the lvl 1 or 2 marketplace

    I believe they said it was added to the VIP quick travel sign post. Here is the link to the patch notes where it is said:

    https://www.arcgames.com/en/forums/neverwinter/#/discussion/1243405/the-heart-of-fire-preview-patch-notes-nw-105-20181008a-2/p1
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    nunya#5309 nunya Member Posts: 933 Arc User
    leonidrex said:


    it looks nicer, and i like the sound inside the workshop i will keep my alts there just for the music :D

    Except, of course, for the fact that it's a personal instance and will be garbage collected five minutes after your character logs off. So every time you log on, you'll have to deal with the lag of PE just to zone back into your workshop for that nice music and pretty surroundings.
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    leonidrexleonidrex Member Posts: 401 Arc User

    leonidrex said:


    it looks nicer, and i like the sound inside the workshop i will keep my alts there just for the music :D

    Except, of course, for the fact that it's a personal instance and will be garbage collected five minutes after your character logs off. So every time you log on, you'll have to deal with the lag of PE just to zone back into your workshop for that nice music and pretty surroundings.
    back to driftwood tawern then i guess :D gj developers ima proud of ya
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    nunya#5309 nunya Member Posts: 933 Arc User
    @asterdahl I'm glad you're considering increasing the coffer value of Transmuted Crates of Gold. You know what would be better? Simplifying the recipe and making them easier to craft. Of course, I'll take what I can get. At least if you bump their coffer value by 3x, that'll make the effort worthwhile. Doubling their value will not be enough.

    Also, why aren't there any recipes up on preview for other crates? Why are you guys leaving it until the eleventh hour to put them up on preview? Seriously, leaving it go this long just makes you guys look shady. You had to know going into it that this was going to be a major focus for most of the players who engage in professions. I understand that this system got to be a bigger change requiring more code (and more planning and testing) than you had originally expected, but optics are important and that kind of stuff cannot be seen by the players. Therefore, by not getting these recipes up, you guys make yourselves look dodgy. It really would have been better to push this change off until M16.
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    micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User

    @asterdahl I'm glad you're considering increasing the coffer value of Transmuted Crates of Gold. You know what would be better? Simplifying the recipe and making them easier to craft. Of course, I'll take what I can get. At least if you bump their coffer value by 3x, that'll make the effort worthwhile. Doubling their value will not be enough.

    Also, why aren't there any recipes up on preview for other crates? Why are you guys leaving it until the eleventh hour to put them up on preview? Seriously, leaving it go this long just makes you guys look shady. You had to know going into it that this was going to be a major focus for most of the players who engage in professions. I understand that this system got to be a bigger change requiring more code (and more planning and testing) than you had originally expected, but optics are important and that kind of stuff cannot be seen by the players. Therefore, by not getting these recipes up, you guys make yourselves look dodgy. It really would have been better to push this change off until M16.

    I was wandering about the gems creates too, or the suspicious lack of crates to be more accurate.
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    nunya#5309 nunya Member Posts: 933 Arc User
    leonidrex said:

    leonidrex said:


    it looks nicer, and i like the sound inside the workshop i will keep my alts there just for the music :D

    Except, of course, for the fact that it's a personal instance and will be garbage collected five minutes after your character logs off. So every time you log on, you'll have to deal with the lag of PE just to zone back into your workshop for that nice music and pretty surroundings.
    back to driftwood tawern then i guess :D gj developers ima proud of ya
    I leave mine in the Grand Emporium. It's close to the Daily Key dude, which I just realized won't matter once the update goes live. Maybe we'll all join you in the Driftwood tavern!
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    quickfoot#7851 quickfoot Member Posts: 488 Arc User
    edited October 2018
    My honest opinion, the new system is just way too convoluted and not worth my attention and time. Let alone resources. I used professions to craft rp's and crates for the guild, but it looks way too involved atm, I'd rather just donate gold, equipment, and rp from wf etc, and forget the bs of the new system. I know the devs spent a lot of time on these changes, but sometimes simpler is better, the old adage, "keep it simple stupid" comes to mind.

    Some wisdom:
    https://en.wikipedia.org/wiki/KISS_principle

    I'd hate to see the dependency tree on some of the recipes, sheesh.

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    zephyriahzephyriah Member, NW M9 Playtest Posts: 2,980 Arc User
    micky1p00 said:

    @asterdahl I'm glad you're considering increasing the coffer value of Transmuted Crates of Gold. You know what would be better? Simplifying the recipe and making them easier to craft. Of course, I'll take what I can get. At least if you bump their coffer value by 3x, that'll make the effort worthwhile. Doubling their value will not be enough.

    Also, why aren't there any recipes up on preview for other crates? Why are you guys leaving it until the eleventh hour to put them up on preview? Seriously, leaving it go this long just makes you guys look shady. You had to know going into it that this was going to be a major focus for most of the players who engage in professions. I understand that this system got to be a bigger change requiring more code (and more planning and testing) than you had originally expected, but optics are important and that kind of stuff cannot be seen by the players. Therefore, by not getting these recipes up, you guys make yourselves look dodgy. It really would have been better to push this change off until M16.

    I was wandering about the gems creates too, or the suspicious lack of crates to be more accurate.
    I was under the impression that gem crates might be gone with ability to craft gems. The gems themselves would be donated. There was a dev comment somewhere in the thread that some crafted items would be directly donated to coffer. Since we did not have the ability to craft gems before, it would make sense.

    But, I haven't seen a labor crate and that will be needed to be added. I've only seen gold and AD, but could easily have missed some.
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    plasticbatplasticbat Member, NW M9 Playtest Posts: 12,223 Arc User
    zephyriah said:


    I was under the impression that gem crates might be gone with ability to craft gems. The gems themselves would be donated. There was a dev comment somewhere in the thread that some crafted items would be directly donated to coffer. Since we did not have the ability to craft gems before, it would make sense.

    But, I haven't seen a labor crate and that will be needed to be added. I've only seen gold and AD, but could easily have missed some.

    Gem can be created in leadership enchanted coffers, at least, up to black pearl.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
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