Crafting ingredients and the GRIND - Call to Change

Crafting ingredients and the GRIND - Call to Change

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Posted by: frOst.2198

frOst.2198

So, after mulling over a lot of the recipes for end game equipment, its clear that grinding for karma, gold, resource nodes and skill points is the main way of achieving the necessary ingredients.

I think this can change a little.


The Short of it—-
Crafting ingredients should obtained through a more randomized process. For instance, Rare ingredients should be found at the end of a complicated DE, or off randomly spawned rare-mobs, or randomly spawned DEs, in addition to the time commitment necessary to farm massive amounts of karma/exp/nodes.
—-

On the surface, what a.net is asking for in the current crafting system is a time commitment. There are benefits and negatives of the current system:

Lets break it down a bit more: The current system …

1) Allows all players to farm at the same time
2) Allows a.net to funnel farming into karma/exp/item. In general, the most efficient farming would be to farm repeatable events that have high chances at dropping high tier materials (bags), or world bosses to get high tier lvl 80 weapons/armor.

While this is well and good, and gives players a ‘quest’ or goal to shoot for each time they log on, it becomes extremely daunting due to the lack of randomization and exclusion of luck.

Gold translates into a lot of things in this game. Essentially, gold is a way to mark your time investment put into the game. The more you have, the more you played the game. ~Some drops allow you to boost this value a lot faster than others, but in the end it should even out.

You see, when big guilds get together to focus on completing a task quickly, they can pool their resources to effectively dump, ‘time invested’ into one players lap, excelling the process.

Now why am I bringing this up? Because gold can be farmed throughout every facet of the game. Looking at the crafting process in a different light, it is essentially a really LONNNG experience bar that very slowly increases based purely on time invested into playing the game.

The current crafting system, relative to how players obtain ingredients, focuses solely on that concept.

I don’t think thats right.

The lottery system, ala Diablo, and many other games, adds a lot of flair to the item grind. Utilizing DE’s and implementing a random rare-DE system would add even MORE flair to the system.

Rather than farm 250 rare ores, which might take 20 hours of played time, there should be a rare spawn that comes once every 10 hours (in a random location) that can reward an item of similar value.

This not only makes traveling in different zones more important, but is fun to discover, and mimics hitting the lottery, while providing unique content.

This kind of ingredient hunting still requires a time investment, but offers the reward in a different type of fashion. Systems can be put in place to ensure that not everyone that takes part in the rare spawn DE can receive the rare item, based on tiered prereq system. For instance, you stumble upon a rare DE, you get to the end, a vendor spawns for a short while. Everyone can buy some semi-rare ingredients…but only those with the pre-req item can start a unique conversation to purchase the REALLY rare item.

This kind of idea creates a more immersive and surreal experience in the game world. Players are simultaneously rewarded with both content and progression, which is what DE’s were originally intended to do.

Crafting ingredients and the GRIND - Call to Change

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Posted by: Ash.2175

Ash.2175

I like your rare spawn every so often idea as well as the rare dynamic event that rewards you with a rare crafting item. I think it’d be cool if like a rare elemental champion mob spawned and then everyone who participated could gather from it once it was down. I would prefer if these events popped up in random locations instead of the big monster battles that are on a 3 hour timer. Finding one would definitely spice up my game time. Great idea!

Crafting ingredients and the GRIND - Call to Change

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Posted by: Laeir.5197

Laeir.5197

It would be really cool if players could spawn a daily “story line” quest that targeted specific crafting needs. Defend a Mithril Mine, or Clear a Spider Lair, or Search for Lost Jewels. Stuff like that.

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Posted by: Cancer.9065

Cancer.9065

It would be really cool if players could spawn a daily “story line” quest that targeted specific crafting needs. Defend a Mithril Mine, or Clear a Spider Lair, or Search for Lost Jewels. Stuff like that.

Ah , like the daily Wanted quest in GW1 for war supplies. I can see this working out, not holding my breath for the time being though.

Cancer is also a Zodiac sign.

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Posted by: Modus.9270

Modus.9270

i heartily endorse this suggestion. i find it both insightful and construction. kudos.

Crafting ingredients and the GRIND - Call to Change

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Posted by: frOst.2198

frOst.2198

It would be really cool if players could spawn a daily “story line” quest that targeted specific crafting needs. Defend a Mithril Mine, or Clear a Spider Lair, or Search for Lost Jewels. Stuff like that.

Certainly a cool idea.

I think its important to get players moving around. I am one to favor efficiency over flair. I’ll farm the same mobs for hours if it is the most efficient way of gaining crafting materials: of gold(which is then spent on crafting mats), in this case.

And thats what the current system promotes. By creating randomized quests that give me a chance of landing on what could be equivalent to 10 hours worth of farming, you could bet i’d be running around looking for them….and in turn, i’d get to experience DE’s in the process and see a whole lot more of the world.

I also bring up this example about a fog/mist taking over the zone which reduces visibility then spawns a NPC that walks a short path then vanishes when the mist does.

This event could happen in any zone. And would add a lot of excitement as people run around looking for him. Disable waypoints (all but 1?), and it gets even more exciting.

If you find him, you would give him an item (perhaps hes a ghost, and you give him his wife’s heirloom). This then activates a public portal that brings you else where.

Little things like that would make me happy to come across. Getting a rare crafting ingredient would make me more happy.