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Crafting Quests

surrencysurrency Member Posts: 0 Arc User
edited December 2013 in General Discussion (PC)
So, I hate crafting... It's about as fun as preparing tax returns all day and it's basically pointless since very little of the stuff you can make can be used or sold for a decent profit. Leadership can earn you some AD or gold but takes forever to level up so the return on time investment takes forever to realize. To be honest I can't think of a single thing I like about the current crafting system.

What I'd love to see is crafting centered around a game like the upcoming Swordcoast Adventures but that would take a fairly major overhaul so I was trying to think of something that would be easier to implement and would have other benefits. Crafting quests seemed like a good way to add to the existing crafting experience.

How crafting quests would work:
  • A random, approved, high-ranking foundry quest would be selected for you.
  • The chest at the end would reward you with a one-time use recipe that would be selectable from the standard professions dialog.
  • The recipe would allow you to craft a random, un-bound epic item (preferably something that drops from an epic dungeon boss or unique set items that are only available through crafting)

This would make crafting much more fun and interesting while also getting people interested and motivated to do more foundry quests. The quests could be picked up from the professions vendor in PE. There could be limits set on how many quests you could do in a day but I'd love for it to be a high limit. Quests for different professions could be offered on different days or we might could choose which profession quest we wanted to do.

Another advantage is that it wouldn't be farmable... Since the quest is random it would be very difficult to automate a process to do it. There could also be specific recipe requirements that would have to be crafted or bought that would make it even harder to farm. This should keep the AH from being overloaded with farmed items and would keep the prices high and make crafting these items worthwhile.

There's a lot of potential for fun here and the crafting system desperately needs it...
Post edited by surrency on

Comments

  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited December 2013
    Interesting idea. I'd certainly like to see crafting become more useful, as it stands it's the least useful crafting system of any MMO/RPG I've ever played. Characters level way faster than the crafting professions, so the craftable items are inferior to random drops. The most useful part of getting weapon/armour smithing to level 20 is that it opens an extra slot(s) for leadership AD, with a possible exception being shirts/pants.
  • surrencysurrency Member Posts: 0 Arc User
    edited December 2013
    My thoughts exactly, cheese. And crafting blue shirts/pants can be kind of profitable but you definitely won't get rich doing it. Crafting purple tier 3 gear just requires too much of an up-front investment and even then you only get a 60% chance...
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