Sometimes its hard to find a crafter for the things you need when the AH doesn't have the crafted items you want. Other factors can be inflation, RMT and just plain player greed hindering you from getting a craftable item you need
While one obvious solution is to work up the craft yourself, not all players have the time or resourses to invest time in to crafting. Additionally, players are limited to specializing in one craft, the best you could possibly achieve in others if you choose to specialize is 60.
And if you want key items from guild points specilization is neccessary in the long term.
Arranging in-game commission jobs for crafters is problematic. For one, there's still the RMT/player greed to consider, but also just the matter of finding the crafter for the job you need done. While search functions are designed to help you find crafters and people selling items, this function is underutlized by the people you'd want to find.
So, I guess what I'm advocating here is a commisions system be added to existing guilds. My concept is that players that don't craft or can't specialize in another craft could come to the guilds, trade NPCs materials and gil for a job they want commissioned. Crafters, in turn, would take the job and its materials to do the work, then trade the requested item back to a kind of delivery NPC, which would then forward the items to the player that set up the commssion.
Now, the obvious expliot here would be that a crafter might take those items and just use them for themselves. A possible solution could be is that after the items were traded to the NPC by the player issuing the commision, that those materials and the items produced are identified as guild materials. I guess the best example would be that they became items like you see in Brenner or Ballista, they can only exist in your inventory under specific condtions. Failing to remain in the zone with said items would mean losing them and the commission job would be reset. The items would not be AHable or tradable to the usual delivery NPCs.
Crafters that finish the job would recieve a portion of the gil the original player issued and possibly guild points as well. A fraction of the original gil obviously just going to the guild itself for taking the job. Once items were taken to the delivery representative, the original player would recieve the item in their delivery box in its standard form.
There would obviously have to be some limitations as to how many commissions a crafter could do per day/conquest week, in addtion to how many commisons were requested by players. And the items requested would also probably have to be prevented from HQing, with the possible exception of stackable items. Gil issued for the commission would also likely have to have its limits as well, as offering too small a return to players wouldn't make such a function worthwhile, yet, rewarding too much would undermine the AH system and economy otherwise.
Anyway, just an thought I had. I'm unsure how practical such an idea would be for the Fishing and Cooking guilds, but I think it would apply well to the others. It would be a godsend to players who have difficulty in finding a crafter to have a specific kind of armor/weapon made, not to mention players whose jobs revolve around consumable items.
While one obvious solution is to work up the craft yourself, not all players have the time or resourses to invest time in to crafting. Additionally, players are limited to specializing in one craft, the best you could possibly achieve in others if you choose to specialize is 60.
And if you want key items from guild points specilization is neccessary in the long term.
Arranging in-game commission jobs for crafters is problematic. For one, there's still the RMT/player greed to consider, but also just the matter of finding the crafter for the job you need done. While search functions are designed to help you find crafters and people selling items, this function is underutlized by the people you'd want to find.
So, I guess what I'm advocating here is a commisions system be added to existing guilds. My concept is that players that don't craft or can't specialize in another craft could come to the guilds, trade NPCs materials and gil for a job they want commissioned. Crafters, in turn, would take the job and its materials to do the work, then trade the requested item back to a kind of delivery NPC, which would then forward the items to the player that set up the commssion.
Now, the obvious expliot here would be that a crafter might take those items and just use them for themselves. A possible solution could be is that after the items were traded to the NPC by the player issuing the commision, that those materials and the items produced are identified as guild materials. I guess the best example would be that they became items like you see in Brenner or Ballista, they can only exist in your inventory under specific condtions. Failing to remain in the zone with said items would mean losing them and the commission job would be reset. The items would not be AHable or tradable to the usual delivery NPCs.
Crafters that finish the job would recieve a portion of the gil the original player issued and possibly guild points as well. A fraction of the original gil obviously just going to the guild itself for taking the job. Once items were taken to the delivery representative, the original player would recieve the item in their delivery box in its standard form.
There would obviously have to be some limitations as to how many commissions a crafter could do per day/conquest week, in addtion to how many commisons were requested by players. And the items requested would also probably have to be prevented from HQing, with the possible exception of stackable items. Gil issued for the commission would also likely have to have its limits as well, as offering too small a return to players wouldn't make such a function worthwhile, yet, rewarding too much would undermine the AH system and economy otherwise.
Anyway, just an thought I had. I'm unsure how practical such an idea would be for the Fishing and Cooking guilds, but I think it would apply well to the others. It would be a godsend to players who have difficulty in finding a crafter to have a specific kind of armor/weapon made, not to mention players whose jobs revolve around consumable items.
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