But more to the point, the recipes for gear themselves don't increase skill since you need to have maxed a tier before you get the recipes anyways. Now, the guild item recipes have a cooldown and rightly so, imo. If they didn't, you could have max guild rep in a few minutes/hours and part of the game progression would be lost.
I cannot speak for other people,but for myself, dread was a hindrance because all I did was log on another character while the dread went away or I went afk while walking away from the keyboard for 10 minutes.
At least the cool down on crafting is for actual gear, there is actually a reward behind it. Dread just had me walking away from the computer for 10 minutes or logging on to another character. It served no purpose.
Life is not a journey to the grave with the intention of arriving safely in a well preserved body, but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
[I][FONT=comic sans ms][COLOR=#ffff00]Continuing the never ending battle to keep Lobelia Sackville-Baggins in check[/COLOR][/FONT][/I]
I didn't even think dread was that much of a hindrance. Just pop a hope token and you're good to go (in most cases).
I don't want any presents, and I'm fine with the speed of crafting as it is and also of the recipes getting more complex for higher level items, but the cooldowns really suck.
Usually my girls travel around, gathering materials, and when the bags are full, they travel to the next proper crafting hall to process the whole stuff. It would be great if I'd be able to make as many of those guild rep items as I have material for.
~ Huntress reincarnated ~
One feature I have always liked from GW2 is that crafting speeds up the more I craft. If I want to craft 100 ingots in LotRO there is no fun in watching a progress bar for 20 minutes, it's not difficult content, it's not exciting content, it's not fun content all it serves is to be timesink content. I'd like to see crafting sped up a bit.
[CENTER]Council Of The West On Snowbourn
Runesi lvl 100 Rune Keeper[/CENTER]
The problem with this is: Instant gear sets.
Part of the logic with the cool downs appears to be an attempt to keep some gear less than overwhelmingly common. Under your scheme, it would be possible for a tailor or armorer to make one full set of each type of armor (light/medium/heavy) each week solely limited by the cool down on the armor recipes and getting any required ingredients.
There is a purpose for everything that has been done in the game, I think the issue is that it's not made clear as to what purpose the cool down serves, I have always been a person that has enjoyed playing lotro but by main bug bearer is the physics of the game i.e. fire damaging fire, why the horse limps when you fall from a height when not on your horse, why your clothes are not soaking wet when you come out a river, why when you do fall from a height and hurt a limb do you not lose health at the same time.
All these things add up to an experience of playing a game that is supposed to rope you in to believe in a world which was once upon a time.
One answer might be to reduce the cool down on the lower tier guild items as each new tier is introduced, so that the lower level crafting is less of a chore, but without flooding the top tier with items. It would also mean that I could craft my alts a set of armour before they out level it...currently the cool downs make this difficult.
It was stated quite clearly....
Plus there are way to many items for each craft profession, not items to craft but different items required to craft with and upgrades, ie: Brushed hides to glazed hides to finished hides, seriously, do we need that many variations just to consume all our resources..."
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