What about implementing craft tasks?
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First of all, as English is not my language, I apologize if some of my sentences are not as understandable as should be.
For those who don't know it, craft tasks consist in asking one's craft trainer a task, which is to make an item and deliver it to a named NPC in the city. One can get as many craft tasks as one wants. They give no xp, but the NPC gives you a sum of money which represents roughly 2 times the money you needed to craft the item. This way, training in your crafting skill is free, but very tedious. It works up to 600, and from 300 or so, begins to bear its fruits as you earn pretty much money (well, not so much, considering the time spent in that). Now on Uthgard, craft tasks are, intentionnally or not (I don't know), taken into account the same way as kill tasks : they give xp, but you can do only a limited amount of them per level. So, why should they be implemented? Yes it's very tedious, and some would argue that I'd better go get exp to earn money sooner. However I think it's a different choice of how you want to lvl your toon. Personnally, I liked on live servers when I was new on a serv, to get my toon to lv5, than do craft tasks for a week or so, and then I'd begin with a comfortable amount of money and the possibility to craft my own equipment and then lvl easily. Some people don't like grinding that much and I recognize myself in this category. Anyway, every person should be able to choose what to do. So now I ask people that work in the development team: is it possible to implement craft tasks easily? Or is a choice from the team? Yes, I know this is a strange subject as this isn't by far an important aspect of the game. However, I was wondering, so... |
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Mhh, now I think I posted in the wrong section, didn't I?
Where should I post this? |
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3 posts
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