collapse

Auteur Sujet: Le retour des CT craft pour... prochainement  (Lu 5239 fois)

Hors ligne Gortack

  • Admin adoré !!
  • Dieu Mineur
  • *****
  • Messages: 9562
Le retour des CT craft pour... prochainement
« le: 04 août 2006, 12:18:28 »
    Just to give an update on tradeskill writs / quests and some background info:

    We removed the tradeskill writs when we removed the subcombines and changed the recipes for the tradeskill revamp. The changes to the overall system were so extensive that updating the near 1500 existing writs (and associated files for each one) was just not going to be feasible in a reasonable time frame. The way writs were created originally also meant the upkeep for the system and all the data contained within was extremely difficult and error prone. It was also felt that crafters weren't getting as much benefit out of the current implementation as they could.

    We've talked about several things we could do to replace the old writ system with something a bit more engaging, varied, and fun. To get to this point we had two choices: Work on something fairly extensive and code driven that would take several updates to complete or work on a few smaller content driven systems and get them into the game in stages as each portion was completed. After considering these options we are going with the second of the two. From feedback here on the boards and from talking to people at the block party it seems that something needs to be in place to fill the hole left by the removal of the old writs, and fairly soon, we're working on it.

    The original goals are still valid and we have the first stage of what we'd like to do in progress. I cannot promise anything for update 26 but if everything goes well, then you should see the first of the tradeskill writs with the new format soon. We'd like to allow for several options in gameplay for these writs and future quests with varying degrees of difficulty and reward. So please keep in mind that the first set of writs are geared for one style of play. Additional content will be added as it gets finished to reach the goal we've set for some diversity in crafting. Now that we have a more easily maintained system more of our time can be dedicated to creating new things rather than trying to maintain the existing system.


Donc prochainement un nouveau systeme de city task "craft" avec plusieurs systemes de quêtes de craft (pas plus d'info que ça pour le moment, sont pas très bavard les devs)

Youffie

  • Invité
Re : Le retour des CT craft pour... prochainement
« Réponse #1 le: 04 août 2006, 16:20:31 »
Bonne nouvelle ça :)

Hors ligne Gortack

  • Admin adoré !!
  • Dieu Mineur
  • *****
  • Messages: 9562
Re : Le retour des CT craft pour... prochainement
« Réponse #2 le: 15 août 2006, 10:14:10 »
Quelques précisions sur ce qui arrive par Dymus, Responsable designer

There used to be a distinction between writs, tasks, work orders, quests, or whatever else they were called.  Though none of the definitions were formalized and just caused confusion.

Wholesaler tasks asked you to harvest items and bring them back to make coin for harvesting.
Society tasks asked you to create items for your tradeskill society and would award experience to that society and money for yourself.
City Tradeskill tasks (which were known as tradeskill writs) asked you to create items for the city tradeskill factions (Ironforge Exchange or the Coalition of Tradesfolke) and awarded faction and status.

The new things being put in I call rush work orders and they do a bit of all three rewards, coin, status, and faction.  No matter who you are they will award coin, the amount is going to need to be tuned through testing to make it worth the effort and time investment.  If you are a citizen of any city they will award status, guild membership is not required as status became a personal thing some time ago.  If you are a citizen of Freeport you will receive faction for the Coalition.  If you are a citizen of Qeynos you will receive faction for the Ironforge Exchange.

In the future we will include other forms of quests, work orders, and whatever else can be dreamed up that seems interesting and desireable to have in the game.  Some of the changes to the system in order to make these current rush work orders function will give us some greater flexibility in what we can do with tradeskill quests.


<<Source>>

Moander

  • Invité
Re : Le retour des CT craft pour... prochainement
« Réponse #3 le: 15 août 2006, 12:55:25 »
Bonne nouvelle

Hors ligne Gortack

  • Admin adoré !!
  • Dieu Mineur
  • *****
  • Messages: 9562
Re : Le retour des CT craft pour... prochainement
« Réponse #4 le: 17 août 2006, 10:12:33 »
Voilà, ça vient de passer sur le serveur de test

With the update to test the new timed tradeskill writs should be in.  You can find the <Work Order Foreman> and the <City Record Keeper> within the tradeskill instances.
 
Steps for the Rush Orders
 
- You will need to be level 20 and have chosen your specialty before the work order foreman will give you one of the rush orders.
 
- After getting a work order from the foreman then you need to speak to the city record keeper (Often standing right next to, or very close to the foreman).  This will give the details on what the work order is asking you to make and will start the timer.
 
- If the timer runs out before all the items have been created it will revert the quest back to the step where you need to speak to the record keeper again.
 
- Finishing all items within the time limit will direct you to the foreman for your reward.
 
- No matter where these are done they will award coin.  If you are a citizen of either city they reward status, and appropriate faction.
 
Some known bugs
 
- The Status these award are based off your adventure level, for now.  They will be based off your tradeskill level or be given a flat rate in the future.
 
- If the timer runs out on the item creation part, the quest does revert correctly, it just won't appear like it does in the quest journal.  You can zone to fix the display or rehail the city record keeper to start the timed step again.
 
- Not all of the icons for the items to be created are set correctly, by default they display a 'page' icon.
 
- Not all of the quest text or names are final.  They will get some additional text / flavor with the next major update to test or sooner.
 
Feedback / Bugs
 
- Keep it constructive and as specific as possible please.  I'll be adjusting the timers, rewards, number of items to be created, and various other aspects of the rush orders as necessary.  Any suggestions or bugs can be sent in via /bug or /feedback.

Hors ligne Zephyro / Drelioh

  • Expert
  • ****
  • Messages: 337
Re : Le retour des CT craft pour... prochainement
« Réponse #5 le: 17 août 2006, 11:40:36 »
Hum, j'ais pas relue depuis le début, mais ill me semble avoir lut quelque part qu'il y aurait différents degrés de difficultés dans ces tâches, c'est toujours d'actualité ou pas? comment se seras géré? choix de la difficultée ou hazard lors de la prise de quête?

Hors ligne Gortack

  • Admin adoré !!
  • Dieu Mineur
  • *****
  • Messages: 9562
Re : Le retour des CT craft pour... prochainement
« Réponse #6 le: 18 août 2006, 10:17:27 »
ça évolue (en fonction des retours des testeurs  :icon_biggrin:)

Thanks for the feedback thus far.  I am making a few changes to the writs but they won't be up for a few days.  (I'd like the weekend to balance the numbers a bit before they go up to test.)

1.  The faction I'm levelling at 100 points per work order completion.  The scaling faction reward was an idea that is not as good in practice as it is in theory.  They will not be 150 like the old writs but the old writs did not also give out coin and status at the same time.

2. The payout on test for the work orders are currently incorrect.  The problem will be fixed by the next major update to test.  There is a point at which the multiplier shifts incorrectly and then breaks the values for everything which comes after it.  This is why some of the work orders appear to pay the correct amounts, some are way too high, and others are way too low.  I've fixed that along with another change I'm going to be making which brings me to ....

3.  The failure penalty.  The suggestion of being able to keep the items if you fail and sell them to a vendor unfortunately will not work with how this new system is set up.  Part of the goal of this system is to keep from having to store information on the character and retrieve it at turn-in time.  Everything should be centralized on the quest itself.  Items cannot be left in your inventory then have them removed, the possibilities and variety of what items are required to be made are very large.

So instead, it's going to follow a different approach.  Within each 'step' of a work order it asks to make anywhere from 1 to 6 items.  After each of those 'steps' are completed within the work order it is going to give out a completion reward which pays back the fuel cost of that part.  If the timer happens to run out in the middle of a part you'll lose only the cost of what you had left in that part at the time, but all previous parts will have paid for their completion.  For successful completion of the work order it will give a reward for the level of the work order, this will be the total actual coin reward.  This should also allow more fine tuning for each individual work order if bugs arise.

4.  The status reward for these is going to mirror the values for an equivalent level adventure writ.  With harvesting time figured into the completion of these they are either costly enough (if raw materials are bought from the broker) or the time investment is enough (if you gather your own materials) to justify the status.


Grosso modo, chaque CT donnera 100 points de status dans la faction de la coalition du commerce (contre 150 précédemment) mais comme les nouvelles CT seront plus rapides à faire, ça s'équilibre (et plutot en mieux)

Donc il y a bien un timer pour réaliser les objets demandés (et si j'ai bien compris celui ci dépendra du niveau de difficulté choisi).

Le PNJ reprend les objets au prix du fuel et donne des SP en plus en cas de réussite.

En cas de défaite, il était question de payer tout le fuel nécessaire (l'idée est toujours d'actualité, perso je suis pour ^^)

De plus ils ont remonté les SP gagnés, ils avaient oublié de prendre en compte le temps nécessaire de récolte (leur logique était, une CT prend que 10 minutes à faire contre 30 pour une aventure donc vous aurez 3 fois moins de status... évidemment les joueurs ont réagi ^^ en leur faisant remarquer "et le temps de récolte...."... Bref, ça s'annonce plutot bien au final)

Youffie

  • Invité
Re : Re : Le retour des CT craft pour... prochainement
« Réponse #7 le: 18 août 2006, 11:18:45 »
En cas de défaite, il était question de payer tout le fuel nécessaire (l'idée est toujours d'actualité, perso je suis pour ^^)

Wé, bonne idée ça, plus de chalenge ! :)

 


Calendrier

Mai 2025
Dim Lun Mar Mer Jeu Ven Sam
[1] 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31

No calendar events were found.

* Discord des Eveillés