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Crafting Events/Quests
Posted: Mon Aug 11, 2025 8:58 pm
by parsman66
Increasing you crafting level, takes so long in game, just wondered what people would think of an event or something similar to the mercenary quests
You would be given a task to craft one or more items. These items would be non-buyable/transferable. You would then return them back to the npc
You wouldn't necessarily get a level for them, but maybe like the hungry ogre you would get a skill xp boost. The tasks could get harder, as you try and boost higher skill levels, so the the tasks for lvl 1 would be a lot easier than 5 or 6 for example
Currently the only way i am boosting crafting is by making magic gems, which is getting tedious, and it would be good to have an alternative route
I just think it would add to the game dynamics, something a little different than just mob grinding
Other players input/thoughts would be welcome, and if you want to chat to me in game, my player name is dafc1966
regards
dafc1966
Re: Crafting Events/Quests
Posted: Tue Aug 12, 2025 11:15 pm
by Leone
I think this idea has merit and is worth exploring.
Re: Crafting Events/Quests
Posted: Wed Aug 13, 2025 3:26 am
by Gullander
Good idea...however...there is always history to think of and the actual mechanics that increase your level.
1 First of all failure is rewarded as it stands now. To actually succeed to get experience would be a change. In my logical world this is the way it should have been from the beginning xp for actually making something.
2 Secondly there is the fact others have labored long to get a specific craft level. Although a shortcut would be for all there is the pesky fact newcomers get an advantage perhaps the older crafters didn't have. But ..as far as I'm concerned it's all too labor intensive and is a detractor in playing the game.
So I'm in favor of some way to earn xp without endless mining and craft failure...what a life lesson that is!
Re: Crafting Events/Quests
Posted: Thu Aug 14, 2025 8:01 am
by parsman66
I hadn't thought of that Gullander, but you're right, you would actually increase your skill levels by succeeding at a craft task, rather than failing
I would think for these particular items then, you would not get a skill xp for failing. You only get the xp for succeeding and delivering them to the npc
That avoids you get getting double xp for failing/succeeding
That would definitely bring in a new aspect to the game
Thank you for highlighting that
Re: Crafting Events/Quests
Posted: Thu Aug 14, 2025 9:51 am
by SK1976
i think we have thought in past about new or more mercenary tasks.
Or maybe the mage under the tower with that daily.
Or now on the new map in the tower.
IThe problem atm is that ALL is buyable in a shop.
There are not many items what are not buyable until now.
I think its a bloodOrb, BloodDiamond, 150 GoldPlate and 125Plate. There are 500gears what can be upped to +1 and +2, same with the 750 gears.
More i think is not.
A new function maybe can help.
An item what sets a point who has got that item. An acc-set in an item.
Its a lot work, but would make sense
Its likea small update and a new function.
Who got an item get the stamp of its acc in the item until it get sold.
This way other accs cant use them.
Crafting is a nice item but how it should work, when all items are buyable ?
We can discuss that out here. Maybe someone has ideas for it how it can be done !
Re: Crafting Events/Quests
Posted: Thu Aug 14, 2025 11:34 pm
by LostKnight
Master Craftsman NPC - an archer of course!
- No matter what level (crafting level) character approaches him, he asks them to craft something that is NOT in the game as a usable item.
- However the item to be crafted is dependant on the characters actual level.
- - cannot expect an ogre(4) to get 10 Spectre Dust and a Blitzbee Sting to craft a "Dusty Sting"
- - checks and balances, the character cannot buy items or be given items to craft this quest item, they must get them on their own. [coding here]
- - make the items to get 'easy to get' focus the hard part on the crafting.
- if done similar to crafting meteor tools the success / fail rate is on the item NOT the persons crafting ability, the reward however is tied to the characters Craft XP.
- the Craft XP Reward system is the challenge here as it needs to entice people to try but not to stingy to chase them away
Example: An Ogre(20) {craft level: 3} should not get the same number of Craft XP boost as an Ogre(20) {craft level: 7} even though the items required will be the same, accessible to an ogre(20)
Good idea, needs some serious input.
Re: Crafting Events/Quests
Posted: Fri Aug 15, 2025 12:22 am
by LostKnight
Oh and lets add an OOPS! in this
Succeed or fail you get one shot a day!
OR:
Like the QM a chance at a 2nd, 3rd, 4th .... try
- IF you succeed? or
- IF you fail?
But only one the other says: "Come back again tomorrow please."
A polite NPC.
Re: Crafting Events/Quests
Posted: Fri Aug 15, 2025 5:07 pm
by Gullander
Or a hungry miner....instead of hungry ogre! Bring ingots you can craft at the original blacksmith for a set amount of experience depending on your current craft level. Could make it character level relevant depending on what you can access, gold and iron and steel for lower, add mithril at 75 (can access red cyclops dungeon then, or 150 if more kind where 2 other sources come, 500 for platinum, 600 adamantium...etc. Could throw in a magician NPC wanting daily magic gems, maybe plasma mine ingredients which encourage visiting different areas of game.
I thought adding a new ore might be a way to increase xp. What I mean is occasionally you will mine a magic ore. Perhaps a 10th of the chance to get a meteor or soul. So a magic gold ore, magic iron and so forth for every kind even a magic diamond. These could be traded to an NPC for xp. I know we have plus ore for some already this could be in addition to or maybe just make the magic ore for those elements that have no plus, gold, iron, carbon, and diamonds.
Re: Crafting Events/Quests
Posted: Fri Aug 15, 2025 5:27 pm
by SK1976
Another idea is when a new map got created there is an entrance who need to be unlocked. In there are special monsters what can be killed for some extra xps for only 1 day (its vs AFK). To unlock that door its needed to bring some Ingots. Maybe 25 or more MagicGems or something like that. But it must be selfmade somehow the system should register that ! Than door opens and the player can defead special monsters (stages are like in the EastCaveDungeons.
At the end of a day a spacial reward will get. maybe a chest can open after 3 hours and there is an random item in it. Random from 1-2k maybe)
Its only an idea
