One of things I love about Mortal is the depth of crafting (though it could use some updates...). Infact in M01, 3/4 of my chars where pure crafters.
However, a issue that's always stood out is the lack of utility of low end matts. This gets worse as the server matures. Daily tasks will expidite player wealth too, in-turn no one is going to be seen running about in bone plate.
You can vendor low tier matts ofcourse, but feels dull.
Introducing daily crafting tasks. This could be a few NPS across disciplines or single NPC that issues a variety of tasks
*Task*
- 5000 units of good-ambrosial spit roasted pig with salt.
- 400 grey wood handle, horn guard incisium swords for the Tindrem militia!
So on, so forth. The reason I like this, is crafting has a quick gold boon too, not unbalancing crafting vs adventuring even more. Further, this encourages broker and player trade of low end matts.
Quality. Unlike bandit heads or killing/foraging there's quality involved. Could be just flat out ignored. Or it could adjust the reward (just scales with dura/stats/grade I suppose).
A implementation that might be needed; The tasks could be activated in the crafting window, and that would increment the task itself? This'd allow for higher volumes of items without spamming the inventory. But, i'm sure there are other ways to tackle this.
The whole ideas is to spur on low end matt trade, I don't think players will start using the items, thats not the point.
Let me know what you think.
However, a issue that's always stood out is the lack of utility of low end matts. This gets worse as the server matures. Daily tasks will expidite player wealth too, in-turn no one is going to be seen running about in bone plate.
You can vendor low tier matts ofcourse, but feels dull.
Introducing daily crafting tasks. This could be a few NPS across disciplines or single NPC that issues a variety of tasks
*Task*
- 5000 units of good-ambrosial spit roasted pig with salt.
- 400 grey wood handle, horn guard incisium swords for the Tindrem militia!
So on, so forth. The reason I like this, is crafting has a quick gold boon too, not unbalancing crafting vs adventuring even more. Further, this encourages broker and player trade of low end matts.
Quality. Unlike bandit heads or killing/foraging there's quality involved. Could be just flat out ignored. Or it could adjust the reward (just scales with dura/stats/grade I suppose).
A implementation that might be needed; The tasks could be activated in the crafting window, and that would increment the task itself? This'd allow for higher volumes of items without spamming the inventory. But, i'm sure there are other ways to tackle this.
The whole ideas is to spur on low end matt trade, I don't think players will start using the items, thats not the point.
Let me know what you think.