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adding more trader tasks

Posted: Mon Nov 04, 2013 12:13 pm
by clayton
Additional guild tasks

I was thinking, as I was forging weapons for one of the guild tasks, that we don't get told to make a few of the weapon types.
We get asked to round up X number of sword, hafted, chained, and polearm weapons, but we do not get asked to round up X number of dagger weaspons or staves. I would like to see those two weapon types add to the task list, since they can be forged (in the case of the daggers), and carved (in the case of the staves). These weapon types can also be purchased, just like the ones we're already asked to get.

Next, I would like to see more advanced lapidary tasks added. The only we're asked as far as lapidary, and it isn't really lapidary, is to mine this number of quartz, or bring that number of topaz to a market. We're not asked to polish the gemstones or anything. Please include tasks where we have to not only mine the gemstones, but polish them as well. Additional lapiday work would be to facet the gems, but that's a little harder than polishing them.
I figure we need to have polishing tasks, because we don't just get tasks to mine copper, or zinc, but we get tasks to turn the ore into bars.

We also need additional task in the leatherworking area.
We are only required to obtain pelts from animals like wolves, bears, coogars, etc, but that's it. we're not asked to tan them and turn them into fur or leather.
Might be cool as well to go a step further and turn them into a finished product, but I'd be happy with turning the pelts just into some kind of leather or fur.



I think that's all I got as far as tasks I'd like to see.
Depending on difficult of tasks, we should get given recognition points appropriately.
Another thing I think GMs should consider, is the ability for anyone to use their recognition points, at least with the guild master, to train in the things their guild master can teach. That being said, their guild master should be able to teach everything their protege is capable of doing.
I can think of one thing Master Locke can not do. He can not train in Carpentry, which doesn't make any sense, since he can train in woodworking. Woodworking is the broad skill for wood, but he needs to teach in carpentry and maybe bowyering, but I can understand if that's strictly the bowmaster's job.

Anyway, there's some food for thought.



Laters

Re: adding more trader tasks

Posted: Mon Nov 04, 2013 6:04 pm
by Rias
New trader task: Trade

No? Sorry, forgot traders are actually laborers.

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 7:13 am
by clayton
New trader task: Trade

The sentence above makes no sense because traders do not actually trade. The only thing they do, is exchange a good or product they've made, for riln. That's all.
They can not, for example, make an above average quality sword, and trade it with a pyromancer, for a fireball spell they can do if they come under attack somewhere. That would be a trading scenario.

The word Rias uses, in the only other sentence he wrote in response to my original ideas on this topic, is much more apt.
He used the word "laborers". That is what traders are. Traders labor in their chosen profession, or professions, to produce above average quality goods or better, and again, they excahnge that product for riln, nothing more.

My intent in making my suggestions, was simply to have tasks added that would help those skills.
In the trader's guild, one can become a master lumberjack. To that end, they have tasks that ask for logs, cants, or flitches to be delivered to different markets. That's fantastic.
If you want to be a masterin lapidar
, that's great, but there are no tasks for lapidary. I suggested tasks that, not only mine the gemstone, because that just gives you skill gains in mining, you should be asked to polish those stones, and perhaps even to facet them. You don't even have to facet them using a specific faceting type, but just being asked to polish them, and facet them, will help with skill gains in the lapidary skill. That doesn't sound too terribly difficult.
You can also choose to become a master fisherman. Yet, the only benefits to getting the apprentice, journeyman, and master fisherman abilities, is 25 skill points adding to your fishing skill. that will only happen when you first get your apprentice ability, and the next one won't occur till you reach 250, and then 500 skill. There are no fishing tasks whatsoever.
How is trading, going to help gain you skill points in fishing.

Anyway, as I said I was only making suggestions, which it sounds like that's as far as it will get based on the responses this thread has gotten so far.

Once again, thanks for reading.

Laters

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 7:28 am
by Drayla
I don't think of traders as the traditional sense of traders, or even laborers. I think of traders more as merchant traders. We do not really trade outside of the Coalition so much as we purely sell; therefore, we are merchants to those outside of the Coalition. Ideally, though it doesn't seem to be the case much at the moment, we would be defined as actual traders because we trade with other members of the Coalition; We trade mercs our expertise in crafting for their combat prowess and protection, we trade other traders for things outside our realm of expertise, like a master miner trading materials to a master blacksmith in return for high-quality pickaxes or armor or whatever they may need. That is how we are traders, or how we should be traders. Unfortunately, I am not sure that the traders will ever actually fit their name, especially as they are now, with hardly anyone playing them.

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 7:33 am
by Barius
Aren't at least three of the active players Traders? There's less of most of the other guilds active, really.

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 5:25 pm
by Rias
I'm just griping about their name. I don't think they should be called traders at all. They should be the Western Coalition Workers' Union, or the Artistans' Guild, or something.

I don't think they should be "merchants" either. If you ask me, merchants don't do dirtywork - they buy, trade, and make deals. Crafters and artisans are the ones who make stuff. Can they sell it too? Sure. But I don't think the titles "merchant" or "trader" should go to people who spend the majority of their time laboring and crafting. Those are craftsmen. Merchants or traders spend the majority of their time buying, transporting, and selling.

Having two guild to reflect this split would be cool, I think.

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 7:20 pm
by TwistedAkai
Rias wrote:[...] They should be the Western Coalition [...] Artisans' Guild [...]
I like this.

Re: adding more trader tasks

Posted: Thu Nov 07, 2013 11:07 pm
by Drayla
I could totally be an artisan. I like the spund of that.

And if we do actually have a true "Trader's Guild" it would be cool if the Artisans and Traders both got guild points for buying and selling to each other. It would encourage actual trading for the traders, and promote the artisans to sell their things to the traders rather than just sell them themselves.

Re: adding more trader tasks

Posted: Thu Jan 16, 2014 4:13 pm
by Collins
Along this line...

I'd like to see Trader tasks tailored to what masteries you actually have.

Master Lumberjack? - Get MOAR logging tasks!

Master Miner? - Get assigned more metal bar and raw gemstone tasks.

Having Mining and lapidary masteries? - Get assigned more gemstone tasks along with the metal.

Also, the more time consuming (like gemstone carving) the more Guild Points, since it's a lot more time invested.

I seem to remember debating these things endlessly with Rithiel back in the early days of this guild idea... some things never change. :)