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  1. #1
    Player
    Spyrit's Avatar
    Join Date
    Aug 2013
    Posts
    159
    Character
    Spyrit Moon
    World
    Exodus
    Main Class
    Thaumaturge Lv 50

    What if crafters could raid?

    You know pve has an endgame, and so does pvp (eventually), but what about DoH and DoL, where's our raid gear, and why do we have to do pve dungeons to get mats?

    What if there was a raid for crafters say with 4-6 large scale projects that required one of each DoH and DoL. How it would proceed each NPC guildmaster will hand each DoH and DoL a work order with 3-8 different objects to create or gather depending on class(key items that disappear upon leaving the raid) The work order will contain all the recipes required for each project and disappears upon completion of the project (same as the key items for each project)

    Now each DoL will support the DoH in gathering the mats say for instance:
    Fishing would support Cooking, Alchemy, and Leatherworking
    Mining would support Blacksmith, Armorsmith, and Goldsmith
    Botany would support Weaver, Carpenter, and Cooking
    (0)

  2. #2
    Player
    Spyrit's Avatar
    Join Date
    Aug 2013
    Posts
    159
    Character
    Spyrit Moon
    World
    Exodus
    Main Class
    Thaumaturge Lv 50
    Now here's how it plays out:

    The NPCs will take 3-6 breaks, so the project will be built up slowly, when finished with each work order 3-6 times? you set the work order on a table when everyone has done this then it will go to a cutscene and the NPCs build the project. The raid is timed like pve raid and completing each project will result in raid gear for crafters and some tomes (endgame tomes), endgame crafting recipe and new high ilvl endgame mat find in DoL nodes (highest ilvl raid gear craft recipe, equal to highest ilvl pve gear) for each who participated just like pve raids, same lockouts apply, more tome rewards for HQ items.

    Wouldn't need more than 1 raid per tier, and in 1.0 they talked about having large scale projects for crafters, a raid would really be a fun way to implement it, and it would make crafting feel like a class and not just another minigame.
    (0)
    Last edited by Spyrit; 02-27-2014 at 01:49 AM.

  3. #3
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    Deactivate macro crafting and let the gatherers get a mini game where gathering is not 100% predictable.

    If this will be done I would like to support your basic idea.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  4. #4
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Ironically enough, 1.0 actually had this - as the player could start the game as a Disciple of the Hand or Disciple of the Land, story battles actually compensated for this, such as having npc fighters doing most of the fighting in the single starting nation boss fight (all the player had to do was issue commands to them), and joining the Path of the Twelve gave the player access to a personal npc fighter for story battles called a Path Companion. There was also the silly Parley minigame which the player could also use as a form of mediation in a boss fight to actually try and convince the enemy to give up without fighting.

    Naturally, none of this worked very well. Still, it was a brave attempt to give non-combat classes a chance to actually participate in the storyline, even if it didn't quite work out as well as it seemed on paper.
    (3)

  5. #5
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    I know that. And starting as a DoH/L wasn't well done. Throwing stones which do nearly nill damage was tough. Sure, it could have been done better.

    But, with raiding (read: crafter-group-content), SE has to adjust their system. Even if a combat class uses macros, they have to move. A crafter or gatherer who uses macros could do large arts without even being at the keyboard.

    To date I don't get why SE changed these mini games the grade they did. Look at fishing... boy have I been disappointed.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  6. #6
    Player
    Spyrit's Avatar
    Join Date
    Aug 2013
    Posts
    159
    Character
    Spyrit Moon
    World
    Exodus
    Main Class
    Thaumaturge Lv 50
    Wouldn't nodes having random items put an end to that? Have to be at the keyboard to trade.
    (0)

  7. #7
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    Sure it will. And it has been so, with 1.0
    Ok, you could nearly predict which item to get but there was a random factor.

    The only random we get to date is, getting exp/item or not. A silly trade off.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  8. #8
    Player
    Simaril's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Simaril Ratbane
    World
    Goblin
    Main Class
    Carpenter Lv 50
    I can imagine some scenarios where crafting could be key...

    You have 300 seconds to craft a specific shield before you take an unhealable amount of damage and die...
    You have 15 seconds to craft a bolt of cloth before someone elses wounds kill them...
    Everyone is silenced and the only way to remove a status is to craft a certain potion...
    You need a pile of lumber to make a raft before the room fills with water...

    It seems like there could be endless possibilities. It would be awesome if they could find a way to integrate crafting into raiding.
    (2)

  9. #9
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    While 1.x Yoshida answered to a thread like this one. He rose the concern that participating DoW will eventually be bored so he feared the dungeons won't be run often, keep in mind it costs money.
    One next point could is the kind of craft to do. It think it will be hard to find something neutral to craft so all crafters could be mixed in. Imagine an ALC not being able to participate 'cause he only crafts potions. Sure you can implement various ways for the crafters but you run into the problem all dungeons have. Only the one with the shortest time will be run.

    Rough.

    I never did hamlets, have they been done because of fun or because you had to grind em? This obviously was SE answer of crafting-raids.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  10. #10
    Player
    Alazier's Avatar
    Join Date
    Feb 2014
    Posts
    124
    Character
    Alazier Taqua
    World
    Adamantoise
    Main Class
    Marauder Lv 50
    I think something like this is an awesome idea. Would make crafters a more fun class and potentially bring more content to the game
    (1)

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