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Old 05-25-2007, 08:21 AM   #1 (permalink)
Ysharros
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Last Online: Yesterday 08:47 AM
Join Date: Sep 2005
Location: Texas
Posts: 1,009

Level: 28

HP: 121 / 677
MP: 336 / 6095
EXP: 10%
WO rewards data (T2/3)

For whatever good it'll do. Since I'm not going to craft anymore until Silius is no longer involved in that sphere (if that ever happens), I'm not going to finish the 60 WOs I'd planned and I may as well post what I have.

I don't care anymore whether this is working as intended or not. I took the data down so I'm posting it. I will note that in hindsight, if crafting weren't such an eye-gougingly frustrating and time-consuming experience, these rewards wouldn't be all that bad. Minute for minute, time spent crafting is a great deal more tedious than time spent adventuring - so equating the reward structures, as seems to be the case, is (in my opinion blah blah) inane.

Yes, these are purely my opinions. I am no longer prepared to justify my gaming experience (my fun factor isn't as valid as someone else's just because I disagree or DON'T have fun?) when it doesn't match what Silius wants to hear. It is what it is, and it's not very good. This from someone who has crafted in every game that would allow it for more than half a decade. I'm done being nice, I'm done being polite, and I am done with crafting in Vanguard until I know that the person so wedded to such a frustrating system is GONE.

Char: Yvriel, level 27-28 LW
Loc: Fisher's Pen
VT = vendor trash

Recipe Tier / Batch-or-set--Grade of reward pack : Rewards
Refining WOs marked *
All T3 batches, then T3 sets, then T2 batches

T3 / B--A : utility, 2 VT
T3 / B--A : 3 VT
T3 / B--B : 2 VT
T3 / B--B : utility, VT
T3 / B--A : VT, T3 rare hide, +12 needle
T3 / B--A : utility, VT, firegrass bale
T3 / B--A : utility, 2 VT
T3 / B--A : 2 utility, common hide, VT
T3 / B--B : 2 utility, VT
T3 / B--A : 2 VT, firegrass bale
T3 / B--B : T3 common powder, VT
T3 / B--A : 3 VT
T3 / B--A : +12 brush, 2 VT
T3 / B--A : 3 VT
T3 / B--A : utility, 2 VT
T3 / B--A : 2 VT, 2 plant mordant (?)
T3 / B--A : 2 utility, VT, common hide
T3 / B--A : 4 VT
T3 / B--A : T3 common powder, firegrass bale, VT
T3 / B--A : +12 tool, 2 VT *
T3 / B--A ; 3 VT
T3 / B--A : T3 leather armor upgrade, common hide, 2 VT
T3 / S--A : 2 utility, VT, firegrass bale
T3 / S--A : 3 VT
T3 / S--A : 2 utility, 2 VT
T3 / S--A : 2 utility, 2 VT
T3 / S--A : 2 utility, 2 VT
T3 / S--A : utility, 2 VT
T3 / S--A : 3 VT
T3 / S--A : utility, 2 VT
T2 / B--A : T2 hex dust, VT, +5 ING headband (just like the one I can buy)
T2 / B--A : T2 res. energy dust, 2 VT
T2 / B--A : T1 dust, 2 VT *
T2 / B--A : T1 dust, VT, +9 FIN headband (lv 20) *
T2 / B--A : T2 res health dust, VT, blue headband
T2 / B--A : T1 dust, 2 VT
T3 / S--A : 3 VT
T3 / S--A : 2 VT, shimmering orb
T3 / S--A : 3 VT
T3 / S--A : 3 VT

Edit : in the spirit of trying to offer solutions as well as stating problems, here's what *I* would like to see change with crafting, for what it may be worth.

-- less random variance in the number of complications in repetitions of the same recipe. Getting 2 comps on one pass and 9 comps on the following pass is excessive. For people NOT geared up in blues, that means that complications entirely determine the final grade of an item, not skill. I've tried various builds and had the same experience. (However, I fully expect to be told, yet again, that I'm a newb and doing something wrong. Yes, that's starting to rankle.)
-- I'd like to know the baseline of gear that is being used by the devs in working out how crafting should be. Not everyone is decked out in blue gear. Should we be, in order to craft at baseline levels of effectiveness?
-- Stop giving out utilities in reward packs. It's insulting to receive something I can buy for myself for a handful of coppers, and most of the time can't use anyway because it's related to a different crafting profession.
-- If grade A packs are supposed to give out RARE resources, then give them out. I can harvest common resources for myself.
-- Tweak the gear rewards up a bit. I don't see why late- or new-comers should be hammered just because code previously gave out too much of the good stuff. My Test perspective probably skews this however, since there's not enough gear there to go around, let alone swap, sell or buy stuff.
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Last edited by Ysharros : 05-25-2007 at 08:37 AM.
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