Guild crafting storage - cannith crafting QoL in general

gravisrs

From DDO EU servers
Guild chests works similar to shared bank, but one thing that shared bank has that is missing in the guild chests is crafting storage.
Something where all guild members could dump their red/green bags to let their guild crafters do their job.
Hardcore seasons showed that crafting has too high entry level, and I blame lack of QoL on this. How it is not flowing as it should be (even comparing to LOTRO):

  1. Non-crafters have no idea how to evaluate collectablesso don't even bother to try selling them. My proposed QoL on this:
    1. give a price (base value) for collectables (but keep preventing them from selling to vendors) so placing on AH at least let them know what to start with
    2. name collectables in similar way you did with spell components "Tier1-cultural-common: String of Prayer Beads" or just "1-C-C String of Prayer Beads"
  2. People are overwhelmed by amount of collectablesin game. We have over 110 collectables and you can only post 50 auctions on AH. Possible QoL on this:
    1. reduce the amount of collectables by ~5 times (especially where you use same icon
      Vial_of_Pure_Water_Icon.png
      and similar name eg "Glass Phial" "Vial of Heavy Water" "Vial of pure water") the first vector that should be reduced is tier-gating (quest level gating).
    2. collectables lottery - put collectables to some UI dialog, to get different ones, or something similar
    3. Introduce source of "Collectables Variety Crate" for ingame resources - cannith challenges materials, some old unused quest pack ingredient, plat or else (mimic hunt is a good approach but it's an event, won't fit on Hardcore)
  3. Both points above concludes to very weak distributionbetween players, between non-crafters and crafter-wannabes and thus presents a huge aspect of DDO quite abandonned. QoL proposals:
    1. let it distribute in bulks - be able to view red/green bag content when it's on AH/ASAH
    2. create pawn shop for collectables, so other players could just sell/buy em in big amounts
    3. Introduce bounty house (reverse auction house), where people posts offers to buy a specific collectable and others can just arrange a trade. LFM is not good for that.
 
Last edited:
Upvote 0

Silverfox

Well-known member
Guild chests works similar to shared bank, but one thing that shared bank has that is missing in the guild chests is crafting storage.
Something where all guild members could dump their red/green bags to let their guild crafters do their job.
Hardcore seasons showed that crafting has too high entry level, and I blame lack of QoL on this. How it is not flowing as it should be (even comparing to LOTRO):

  1. Non-crafters have no idea how to evaluate collectablesso don't even bother to try selling them. My proposed QoL on this:
    1. give a price (base value) for collectables (but keep preventing them from selling to vendors) so placing on AH at least let them know what to start with
    2. name collectables in similar way you did with spell components "Tier1-cultural-common: String of Prayer Beads" or just "1-C-C String of Prayer Beads"
  2. People are overwhelmed by amount of collectablesin game. We have over 110 collectables and you can only post 50 auctions on AH. Possible QoL on this:
    1. reduce the amount of collectables by ~5 times (especially where you use same icon
      Vial_of_Pure_Water_Icon.png
      and similar name eg "Glass Phial" "Vial of Heavy Water" "Vial of pure water") the first vector that should be reduced is tier-gating (quest level gating).
    2. collectables lottery - put collectables to some UI dialog, to get different ones, or something similar
    3. Introduce source of "Collectables Variety Crate" for ingame resources - cannith challenges materials, some old unused quest pack ingredient, plat or else (mimic hunt is a good approach but it's an event, won't fit on Hardcore)
  3. Both points above concludes to very weak distributionbetween players, between non-crafters and crafter-wannabes and thus presents a huge aspect of DDO quite abandonned. QoL proposals:
    1. let it distribute in bulks - be able to view red/green bag content when it's on AH/ASAH
    2. create pawn shop for collectables, so other players could just sell/buy em in big amounts
    3. Introduce bounty house (reverse auction house), where people posts offers to buy a specific collectable and others can just arrange a trade. LFM is not good for that.

Guild chests were exploited not so long ago and were also used as a way to hide the exploited items. If you don't have the bag in your possession... it's not mine.

Easy enough to empty your red and green bag mats into your character inventory and place these crafting mat into guild chests.

In previous seasons of Hardcore I have managed to level up a crafter for each server to at least level 250. So this is clearly not difficult.

In order to evaluate a collectibles value all you need to do is search for it on the auction house of your choosing and post away. If someone is willing to pay the amount is the only way to determine if you have over valued the crafting mat.

The reason there is not a single tier crafting mat might have something to do with the fact it encourages people to run quests they could certainly avoid by having a single tier mat.

There are crafting crates available already - DDO Store - total waste of points.

There is already a trade channel available for buying and selling anything in the game. You could also create a post about what you have available and or are looking for on the forums based on server as well.
 
Top