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Crafting should change, and this is why

3 replies [Last post]
Wed, 08/17/2011 - 23:15
#1051
Madadder's picture
Madadder
i dont like the idea of

i dont like the idea of limiting what i can or cannot make

Thu, 08/18/2011 - 00:27
#1052
souron
Legacy Username
What he said.

Also, this doesn't make any sense in the way the game works.

first off, the cryotech is so cheap because it's 2* and you can make it on mist alone. Some people have second accounts just for crafting 2 of those a day for extra cash. So your example is worthless. A 3* fetches a much steeper price, usually. You can make a profit off of those, or just make a safer, steadier profit with your 2*. A lot of people don't bother with lower start recipes for themselves because it's a hassle and the step up in price at the AH is minimal.

Second, you couldn't have proffessions if you had bound items. Otherwise no one could make a 5* helmet for themselves unless it was their proffession. So you'd have to buy it off someone else, which would be annoying as hell. Or you'd have to buy 4* from a player, level it up, and then take it back to that player to upgrade again. A huge waste all around. It would really just defeat the purpose of leveling, bound items, and CE usage – in other words, you would have to play a different game entirely for it to work. There are other ways to make money; just because some economies work well to make money crafting doesn't mean this one is.

Thu, 08/18/2011 - 14:24
#1053
Yussuf
Legacy Username
Solutions at hand.

What I think is that because everyone can craft everything is the reason that you can be able to make some money in the first place, but I also agree what you said. We think differently and yet we mean the same.

Like in real life, you will be the only one to choose what you want to do. No one else will affect that decision. Whenever you want to become a teacher, you will become one. Whenever you want to become a carpenter, you will become one. However this happens only when you have your decision become your goal and a strong one.

What I agree with you is that this game needs certain kind of professions or features/traits/jobs, but in very much another meaning than yours. It is not wise to restrict what is already hard to do. Instead why not make those "profession" give you something that you cannot achieve in any ordinary meaning? This means that you are not going to restrict people, but instead you will recieve a title and a job within guild ranks which makes them more meaningful to create.

Examples:

+ Head Guildmaster who observes the Order and Justice System
+ Master Journalist who maintains the Bulletin Board
+ General Manager who maintains the Guild Treasury
+ Master Librarian who maintains the Guild Library
+ Quartermaster who maintains the Knight Quarters
+ Trainermaster who maintains the Training Ground etc.

This means that you will gain a certain job and because of that you will also gain tasks you need to perform for the guild. Every job is given to a guildmaster or an officer. Guildmasters and officers can have only one job inside a guild, but officers can only have those which do not require the rank of a guildmaster which has it's own merits.

Like for example a guildmaster could be appointed to maintain the Guild Treasury, Guild Library, Bulletin Board and so on. An officer could be filled with a task to maintain Knight Quarters, Training Ground and some other specific rooms. An officer would have to ask for approval if he or she needs to affect something else other than their own task of service within a room.

For example if an officer would need to withdraw crowns or energy from the Guild Treasury, he or she would need to ask for approval from the General Manager (guildmaster). A guildmaster that has been appointed into the job of the General Manager would gain a small variety of tools to maintain the Guild Treasury which includes the ability to be able to recieve messages of approvals from officers that want to use Guild Treasury. General Manager will then either refuse or approve the withdrawal. General Manager would also be able to put a limit to how much an officer can withdraw from the Guild Treasury.

Guildmasters in this way gain the ability to truly maintain their guild, but to make it more balanced and safe, they would have no actual dynamic power over what they maintain and oversee so they would need the help of all officers to move, deliver, withdraw, loan etc. to do the physical work on behalf of them. This creates more dynamic teamwork and bolsters the meaning of a guild.

Best of Day! O(^_^)O

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