Hey guys, I just wanted to see what you all thought about this idea for encouraging more players (at least on this forum) to level up their craft.
We all know that some types of crafters rely on other crafters for the material they need (a prevelant fact for Armor and Weapon crafters). However, it can get tough to find certain crafters at a high enough level to make the things you need (so far as my experience as been). I believe he main issue isn't necessarily finding a certain type of crafter (specifically Refiners/Alchemists) so much as the crafters aren't there to be found or aren't leveled high enough. Once again, this is just from my personal experience. I mic'd a server for an Refiner once, and all who replied (6+ players) said they weren't at a level where they could craft an item I needed. I then sought out an Alchemist for a later project, where a similar thing happened.
I also noticed that armors, weapons, and accessories were always to be found in player shops/auction, but things like remedies, potions, and crystals were harder to track down without talking to the appropriate crafter.
The crafting thread we currently have is aimed at alleviating that by providing a list of contacts so that players may seek out their services, but even then we run into availability/activity problems and this still doesn't solve the issue that certain types of crafting are neglected more than others. So I was thinking perhaps some crafters need a real incentive for leveling up their craft and being more abundant/available in crafting. That's where I thought up a possible venture:
What if crafters had a designated group that they could work with? They select/join their team and whatever services they need, they need look no further than their group for most materials. Think of a guild, only more limited in members - maybe 1 of each type of crafter (including the separate branches for each craft) in each group. Each member would have to meet certain requirements to join/remain in the group, encouraging them to level up their craft and remain active.
The Business / Incentive For Leveling
"So, why start/join a group?"
In general a group could be started simply to have a close-knit set of individuals who know where they can get crafting materials from. However, my idea is that groups could treat this like a business. While generally being able to provide their services at their own will (i.e. taking requests and allowing buyers to provide materials for said requests), crafters in a group would regularly make items for general sale/auction. What this accomplishes:
- The group gains money to fund its lower level crafters to level up
- Lesser seen items are put out on the market, such as materials for other crafters (i.e. JJoo's Remedy from Alchemists or Strong Magic Crystals from Refiners)
- When said items are made available for auction, they're less likely to be sold at ridiculous prices (Cloak Kits shouldn't have an instant buy price of 6 mil when it only takes close to 2 mil to make, assuming you bought the materials from a player)
- The group gains an incentive for being active, and therefore can take on more requests with materials from group crafters being provided
In summary a group can make Ely by crafting collectively and influence lower level crafters to level up in order to get in on the deal. As a sub-function of the group, it could take on low-level crafters and fund them/help them farm for materials to fill in a specific slot on their group. Talent development in a sense.
For this we can make full use of the current crafting thread (or combine it with the crafting group thread, if the community so approves of this idea). We could treat all the users listed there as a "free agent pool." When a group is made by someone, he/she can recruit only 1-2 of each type of crafter (including the different branches of each craft). The leader of the group can remove any of its members at any time if they fail to keep up with their activity requirements, from whence he can go back to the the free agent pool and select a replacement. If the "talent development" idea sounds good, a group would be limited to the amount of low-level crafters it can have. It's a good idea to list the prominent active low-level crafters to know they're eager to level up or perhaps a reliable player has an alt that they intend to level up with soon.
Simple. A group sets its own quota(s) that members must keep up with to stay in the group. Ideally it'd be weekly/bi-weekly/semi-weekly. If a group leader decides to invest in lower leveled crafters, it might work out in making a competitive crafter pool so group members have an incentive not to be replaced.
That's the general direction of the idea. The main goal isn't to find crafters so much as it is to produce a wider variety of crafters, put more of their respective items on the market/auction, make it easier and potentially cheaper to find the materials for their crafting requests, and promote crafting activity.
Thoughts? Comments? Add-ons?
Last edited by Umby; 01-11-2011 at 04:35 PM.