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Old 03-18-2007, 09:12 AM   #1 (permalink)
Archaegeo
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3x Crafting Weekend shows an apparent problem with the system

During the 3x weekend, noone wanted to make items for other PCs because you do not get xp from them after you have made them 1x.

This really seems backwards because you can repeatedly get xp for WO's for making the same items, and you are provided the materials for WO's.

Meanwhile, the action of making a real item for another player provides no xp, yet you must gather materials to do it and it increases social interaction.

Dont get me wrong, the crafting system is pretty good here, it just has this problem, and the fact it is a complete grind.

If you want to make crafting a grind like adventuring, make ti so you have to travel more to craft things (and give more xp per craft).

My 0.02
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Old 03-18-2007, 11:52 AM   #2 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

^ Good points...

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Old 03-18-2007, 01:24 PM   #3 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

You get no XP for making real ingame items? Seems rather silly to me. Unless, and this is just a guess, they did that so that we wouldn't flood the economy with items just to gain the XP.
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Old 03-18-2007, 01:34 PM   #4 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

Its just like EQ2 you only get exp for making the first try then after that no more exp. All exp in Vanguard crafting comes from quests and WOs.

Although it would be nice to always get exp from items you wouldn't get your crafting gear that oyu would normally get from grinding WOs. Also if I remember right you get a major exp boost from the first item craft not like the little exp you get from making a WO item.
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Old 03-18-2007, 03:46 PM   #5 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

If everyone got exp. for every time they made a "real" item, the market would be flooded for sure. Also the reason you only get exp. the first time is because you can SELL those items, something you can't do with the WO items you make over and over.
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Old 03-18-2007, 04:18 PM   #6 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

Hopefully Sigil will start adding more crafting quests to the mix as they start looking at the crafting system. Just doing WOs gets boring real quick and they random craft drops are a bit rare. In my own opinion a quest that give a massive amount of exp and choice of crafting utility/armor item would add a lot more fun to the crafting experiance.
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Old 03-18-2007, 05:52 PM   #7 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

Thats a very hugely good point that I've often thought of but not spoke about.

And this weekend illustraits it with style. I've seen everyone asking all weekend for people to make items, what level are you, can you make this item yet. And the response is the same:

Wait till monday.

No one wants to lose out for a moment on the crafting XP, and its actually doing more harm than good. In theory anyway, in reality its only monday so people are content to wait (at least those in /test)


Items need to give you experience when you make them, regardless of first time or not. The first time you make an item should give a bonus, sure. And after that then make them give the same XP as you'd get from the work order of the same level.

Also, display items that we can craft along with their level please... either numeric or color. No one likes trying to make an item and failing to get a high grade because of their level, when if they had just remembered what level the recipe was they could have saved themselves 15 minutes of frustration.
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Old 03-18-2007, 06:30 PM   #8 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

I am not sure why giving people a way to raise their level faster is a bad thing, it will, in the long run make more items available as the server gets more high level crafters.

Crafters who stop leveling to make real items will only do that to make money, make times for their own or alt's use, or out of an altruistic desire to help their guild or the server as a whole. The impluse to do this is probably not affected by the amount of XP work orders provide; in fact, without doing work orders, crafters probably can't afford (even get?) the enhancement resources to actually make the stuff people desire.

This topic would be equivent to saying that 3x adventuring weekends are bad because players will adventure instead of craft. Players will do what they enjoy doing, even on a test server (unless they get caught up in some directed testing for a developer).
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Old 03-18-2007, 06:38 PM   #9 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

Even if work orders didn't give XP and only finished items gave XP, people would still do work orders since its the only real way to get things that help out in crafting - dusts, tools, clothing, etc. Plus its an excelent source of cash.
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Old 03-18-2007, 09:20 PM   #10 (permalink)
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Re: 3x Crafting Weekend shows an apparent problem with the system

Quote:
Originally Posted by Venti View Post
Its just like EQ2 you only get exp for making the first try then after that no more exp. All exp in Vanguard crafting comes from quests and WOs.

Although it would be nice to always get exp from items you wouldn't get your crafting gear that oyu would normally get from grinding WOs. Also if I remember right you get a major exp boost from the first item craft not like the little exp you get from making a WO item.
Actually, it is true that in EQ2 you would get bonus xp for the first time you made something of "A" quality (this had different terms depending on you tradeskill but is the equivalent of an A quality in vanguard).
However, you still received a smaller amount of xp for every combine you made.

Mind you, it wasn't alot of xp. However, I do agree with everyone else, it would be nice to get at least a little xp from crafting something as long as it isn't trivial to you. I like the work order system since it keeps grinding from flooding the market but it has made fashioning items for other players sort of useless. The is very little to gain for selling your product when you make money, faction, rares, and xp off of work orders. *shrug*
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