Master Smith

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Just an idea, I remember early on in the game I'd go to the weapons merchants and stuff to get what I needed. Because back then they were effective, but towards the end of the game you rely a lot on Gold drops, Greens, and the Collectors stuff. My idea is to bring back the smith for the end game players.

The Journey
(unrepeatable)
The Master Smith would reside at the top of the mountain. To get to the forge you will have to tredge through 3 zones. One North of Mineral Springs (Glingar's Refuge), One West of the New Zone (Ice Golem's Path), then one North again of that zone (Mountain of the Master Smith).

Glingar's Refuge - North of Mineral springs with a landscape identical to Spearhead peek, there would be an outpost in the instance (so no zoning) in which there will be a merchant and collector. (No towns or anything)

Ice Giants's Path - Your journey up the mountain begins here. The freezing temperatures cause the rocks themselves to crack and split in half. Long narrow cracks run through the ground. Hundreds of Ice Giant's and Ice Golems reside here. All ice giants have Giant Stomp (Knock everyone down), and Giant Breath (Reduces speed by 33% for 15 seconds). All mobs here would be 22-24, bosses around 26-28. At any chance the grounds here could crack in which the member of your party walking over the effected area will be knocked down for 3 seconds. There will be one single bridge to get from one half of the Path to the next over a giant canyon, there is a timer for the bridge to break if you do not make it there in time; tough luck try again. Once you make it over the bridge you embark up the mountain.

Mountain of the Master Smith - Narrow paths (4 warriors in width) encircling a steep mountain with winds constantly reducing your parties speed by 33%. There would be a chance of random avalanches in which rocks will tumble down the side of the mountain crushing anyone in their paths (including mobs), encouraging strategic formation of your party. Mobs come from designated caves along side the mountain. Even the mountain itself may attack you, in which golems will break off from the side and attack your party. Near to the top of the mountain you'll fight the big boss of this expedition. A giant Ice Golem named Winder Frist. He will be submerged in the ground with only the upper half of his body showing. His head and both arms will have their own health, you must destroy each to completely kill him. After passing through you will find a large vault-ish door along side a erected rock. Upon opening this door it'll be almost as if you were transferred into a completely different area, the Forge of the Master Smith is decorated regally with gold, flames, and statues of great dwarven hereos. It is said that the Master Smith's forging ability has even been called upon by the God's themselves; legend has it the Master Smith himself forged the giant blade which Balthazar wields. (The Master Smith Forge will be a new zone, but you will not be able to map to it)

Gate of the Stone Summit - North of the Master Smith mountain, the gates to their underground furnace kingdom. Sorrow Furnace type feel, but much more cathedralish and larger. Infront of the gate will be a maze of trenches. You will not go into the Stone Summit kingdom but part of the quest does reside near it. All trees cut down to stumps, the snow itself is covered in ashes and dirt. The sky is black and highlighted with dark red.

The Master Smith and his Quest
The Master Smith himself will be an old dwarf, larger then usual with a great white beard and heroic styled armor. Though before he forges you a weapon you will have to prove your worthiness to him. This is where he calls for your aid.

No doubt the Stone Summit knows about the Master Smith and his forging abilities, thus they wish to procure him and defile his forge for their own use. The Stone Summit accompanied by Kirkhelth (King of the Ice Giants) have been planning to siege the mountain for their own use. The first part of the quest is to remove the ballista and catapults which are being caravaned up the mountain. You will need to ambush each within a time limit or a new caravan will appear (Think Thirsty River). After removing the siege threat you will have to go deeper fighting off legions of Stone Summit, your goal is to remove Kirkhelth from his command. There will be many obstacles and defense systems your team will have to work around in order to reach the Gate of the Stone Summit. You will be going through trenches almost the entire time. In these trenches will be gates which require the aim of a ranger to open (Buttons at the top of each which will activate the gates upon being fired at). There will be many instant death traps as well, spike pits, flame shooters, spike spitters among other things, That will disable your entire party; in which you will rezone to the Master Smith Forge (I was thinking that Assassins would be able to disable them.. But that brings some problems). These traps will spawn in random locations and there will be multiple entrences, but there will always be a clean cut path for you to get from one side to the end. When you finally reach the Gate of the Stone Summit, you will enter a cinematic in which Kirkhelth's retuine (His bodygaurds) emerge from small doors that are built into the gate. Three will come at you. One wielding an axe and shield, one with a hammer, and one with a sword and shield. Each will have a total of 8 skills and be level 26. After defeating them Kirkhelth himself will emerge from the gate (The gate itself). He will be atleast 3 times the size of his retuine and be level 30. You will have to disable his legs first in which he will then crawl after you. Then at the end of all that hard work there will be a cinematic in which the leader of the party fires at or slashes the head of the great Ice Giant. After the quest you will have to escape from an on coming army of Stone Summit soldiers (Think First mission in Ascalon City), you will run back to the vault and the Master Smith himself will come out and smite down the Stone Summit soldiers with some cool effect. (I'm thinking slamming his hammer on the ground and an avalanche blocking the path)

Forging your Weapon

Step 1

Once you go in he will reward you with the chance to forge your own unique weapon. You will start out with the generic graphic of the weapon, max stats, and a req of 8 for the weapons attribute. Then be able to choose what 15% conditional damage bonus you want, or the energy bonus (wands, focus items). The first option you will have is to forge two different material types into the weapon. Each material will have a different mod related bonus, the more of that material you put into the weapon the closer to perfect the mod will be. (Some new materials will be added to be able to cover the vast amount of mods in the game). Heres an example of what a material and its effect would be...

Defense Mod
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Step 2
After you have selected those two materials, you would have the option of a third material type. This material type would depict the look of the material and must be accurate to the required amount. Heres an example of what a material and its effect would be...

Fellblade (Graphic) - Obsidian Shard 1x

Step 3
Once you have decided what you want to go into the item, he will forge it for you. In which the item will take your name and place it in the title. When called the weapon's name would appear in red font. Example being - (Your Name)'s Blade/Axe/Hammer/Bow/Wand/Staff/Icon.

The exceptions
For bows in step 1 you will have a chance of choosing what style you want; Flat Bow, Horn Bow, Composite Bow, Short Bow, or Long Bow. For Shields and Focus items, the materials would determine different mods. You will have the option to forge a 2 handed weapon, or the combination of a 1 handed weapon + 1 off hand.

Returning to the Master Smith
After completing the quest you may go back to the Master Smith to forge new items when ever you want. Although he will now charge you gold. Two Handed Weaponss - 35,000 Gold/One Handed Weapons 20,000 Gold/Off Hands 15,000 Gold

Materials and Effects(Some new Materials)

(Weapon Mods)

Mod 1
Fiery Mod:
Ruby 1x - Max Fire Damage

Icy Mod:
Saphire 1x - Max Cold Damage

Shocking Mod
Topaz 1x - Max Lightning Damage

Ebon Mod:
Granite Slab 50x - Max Earth Damage

Vampiric Mod:
Vampire Fang 1x - Life Stealing x/Health Regain -1

Zealous Mod:
Mursatt Token 5x - Energy gain on hit x/Energy Regain -1

Barbed Mod:
Monstrous Fang 1x - 11% longer bleeding
Monstrous Fang 2x - 22% longer bleeding
Monstrous Fang 3x - 33% longer bleeding

Poisonous Mod:
Venemous Claw 1x - 11% longer poison
Venemous Claw 2x - 22% longer poison
Venemous Claw 3x - 33% longer poison

Crippling Mod:
Monstrous Claw 1x - 11% longer cripple
Monstrous Claw 2x - 22% longer cripple
Monstrous Claw 3x - 33% longer cripple

Cruel Mod:
Monstrous Fang 1x - 11% longer deepwound
Monstrous Fang 2x - 22% longer deepwound
Monstrous Fang 3x - 33% longer deepwound

Furious Mod:
Monstrous Eye 1x - 3% chance for double adreline on hit
Monstrous Eye 2x - 6% chance for double adreline on hit
Monstrous Eye 4x - 10% chance for double adreline on hit

Sundering Mod:
Barbed Spine 3x - 3% chance for 10% armor penetration
Barbed Spine 7x - 7% chance for 10% armor penetration
Barbed Spine 10x - 10% chance for 10% armor penetration

Mod 2
Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Shelter:
Hardened Hump 3x - +3 vs Physical
Hardened Hump 5x - +5 vs Physical
Hardened Hump 7x - +7 vs Physical

Warding:
Spectral Essence 1x - +3 vs Elemantal
Spectral Essence 2x - +5 vs Elemantal
Spectral Essence 3x - +7 vs Elemantal

Enchanting:
Glob of Ectoplasm 1x - 8% longer enchantments
Glob of Ectoplasm 2x - 14% longer enchantments
Glob of Ectoplasm 3x - 20% longer enchantments

Fortitude:
Dragon Heart 10x - +10 Health
Dragon Heart 20x - +20 Health
Dragon Heart 30x - +30 Health

Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

(Staff Mods)

Mod 1
Hale Mod:
Titan Heart 10x - +10 Health
Titan Heart 20x - +20 Health
Titan Heart 30x - +30 Health

Insightful Mod:
Monstrous Eye 2x - +2 Energy
Monstrous Eye 4x - +3 Energy
Monstrous Eye 7x - +5 Energy

Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Mod 2
Fortitude:
Dragon Heart 10x - +10 Health
Dragon Heart 20x - +20 Health
Dragon Heart 30x - +30 Health

Shelter:
Hardened Hump 3x - +3 vs Physical
Hardened Hump 5x - +5 vs Physical
Hardened Hump 7x - +7 vs Physical

Warding:
Spectral Essence 1x - +3 vs Elemantal
Spectral Essence 2x - +5 vs Elemantal
Spectral Essence 3x - +7 vs Elemantal

Enchanting:
Glob of Ectoplasm 1x - 8% longer enchantments
Glob of Ectoplasm 2x - 14% longer enchantments
Glob of Ectoplasm 3x - 20% longer enchantments

Defense Mod
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

(Shield Mods)

Mod 1
Spectral Essence 30x - +60 Health (while hexed)
Bonetti's Grip 1x - +45 Health (while in stance)
Dwanya's Tear 1x - +45 Health (while enchanted)
Kirkhelth's Crown 1x - +30 Health

Mod 2
Mursaat Token 6x - Received Damage -3 (while hexed)
Steel Ignot 3x - Received Damage -2 (while in stance)
Feather 100x - Received Damage -2 (while enchanted)
Deldrimor Steel 3x - Received Damage -5 (Chance 20%)

(Focus Item Mods)

Mod 1
Iron Ignots 5x - +5 Armor (while enchanted)
Ectoplasm 1x - (Attribute) +1 (Chance 20%)
Tengu Scalp 15x - Energy +15/Energy Regain -1
Parchment 10x - Halves Casting time of (Attribute) spells (chance 20%)

Mod 2
Spiked Crest 50x - Health +45 (while enchanted)
Griffon Wings 100x - Health +30
Stone Summit Badge 15x - Halves Skill Recharge time of (Attribute) spells (chance 20%)

Wand Mods
Stone Summit Badge 15x - Halves Skill Recharge time of (Attribute) spells (chance 20%)
Parchment 10x - Halves Casting time of (Attribute) spells (chance 20%)
Tengu Scalp 15x - Energy +15/Energy Regain -1

Appearances
Eternal (Graphic) - Spirit Wood Plank 25x
Chaos (Graphic) - Chaos Orb 1x
Flat Bow (Graphic) - Iron Ignot 40x
Horn Bow (Graphic) - Plank of Wood 50x
Shadow Bow (Graphic) - Lump of Charcoal 10x
Fellblade (Graphic) - Obsidian Shard 1x
Flamberge (Graphic) - Bones 50x
Spatha (Graphic) - Iron Ignot 50x
Long Sword (Graphic) - Steel Ignot 5x

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

/signed. I like it. Of course you should be able to talk to him and gather the info you need when it comes to costs and materials needed to get your ideal weapon. Could it give you the option to make a completely unique name? Like the green weapons do. Also would the smith offer the materials for sale or do you have to aquire them by other means? Either way, still signed.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Faboulous idea, Nevin.
I love it.

/signed for Master Smith
/signed for Unique Name Labeling

/me drowns this idea with tons of Kai Den's Signets of Approvals

/suggests that this "quest" be repeatable


The weapons made are customized, correct?

Prefectus

Prefectus

Lion's Arch Merchant

Join Date: Mar 2006

New Jeresy

R/

/signed for all
the hell bringer<--fire staff

bilateralrope

bilateralrope

Desert Nomad

Join Date: Nov 2005

New Zealand

Xen Of Onslaught (Xen of the Pacific division)

/signed on the condition that its a repeatable quest

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

"Signet of MASSIVE Approval"

"Signet of my name is spelled Ken Dei"

Again, repeatable would be best, maybe other options would be to change the "graphic" of your current armor but keep the stats, and also allow unique naming of armor, just for fun.

P.S. I like that someone else uses my signets ^_^ just giving you the right spelling, no offense taken at all.

Dougal Kronik

Dougal Kronik

Forge Runner

Join Date: Aug 2005

Ontario, Canada

Glengarry Fencibles

R/

/signed

Anything for some more interesting PvE content!!!

Ojtbd

Pre-Searing Cadet

Join Date: Mar 2006

W/

honestly this would never happen

/not signed

rare skins are something you should have to be earned through finding on your own or earned your money and trader for it, a reward item for a mission that gives you the option on what you get isn't something that traders would dislike because it would bring down trading massively, your basically asking anet to give you free crap because you havent spent the time to find out how to make money, lets be realistic stop begging anet to lower the gameplay because you want a cool skin and don't wanna spend your own time figuring out how to get one.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Ojtbd
honestly this would never happen

/not signed

rare skins are something you should have to be earned through finding on your own or earned your money and trader for it, a reward item for a mission that gives you the option on what you get isn't something that traders would dislike because it would bring down trading massively, your basically asking anet to give you free crap because you havent spent the time to find out how to make money, lets be realistic stop begging anet to lower the gameplay because you want a cool skin and don't wanna spend your own time figuring out how to get one.
Why wouldn't this happen? They had a similiar system and Diablo 2. The quest would be hard and be impossible to get through with an exploit build, So how is it free? Some materials cost more then others it'd be a supply and demand effect. I'm guessing that you're accusing me of being poor.. Which is not the case, I simply think farming is a lame way to get what you want.

And I'm thinking a limit of 3 repeats on this quest; But not the same quest, each would be progessingly harder.

Note: Added some stuff

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Quote:
Originally Posted by Ojtbd
honestly this would never happen

/not signed

rare skins are something you should have to be earned
How do you explain the pre-searing long sword with crystaline skin. :P

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Noooooooo.

I want repeatable quests.
I'm certain others will agree with me.

Make it to resemble the "Armor Smith" in FOW, complete a quest, then the "Master Smith" will craft items for you. You must pay him gold and the required materials etc.



Ops, sorry Ken Dei.
It seems that I've always spelled your name wrongly.
I'll remember to spell it correctly now.

Cheers.

suiraCLAW

Krytan Explorer

Join Date: Feb 2006

/signed

I would prefer that he would have like 3 quests (for each character), each time you complete one you can forge a weapon...

anyway: can you craft off-hands?

Shut Your Mouth

Academy Page

Join Date: Jan 2006

Deathspawn Elite

Mo/N

Good Idea yet it seems that everyone want's to make this game so easy to get any perfect Item/weapon with minimal work. If I remember correctly Anet said that GW is a game where the reward system is based on skill not on lvl grinding or time played! I support the Idea of having a Forgemaster based weaponsmith! But it would probably become another source of income for those pesky runners to make a living! Just as with the UW spider runs(last I seen it was like 25k or someting)! So in the end it will cost you just as much to buy mods from LA to put on weps as it would to get run there!

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

I like it, but it defineatly should be repeatable, and each weapon cost like 15k...

Wand ~ 10k
Offhand ~ 5k
Sword ~ 10k
Axe ~ 10k
Shield ~ 5k
Hammer ~ 15k
Staff ~ 15k
Bow ~ 15k
(Daggers ~ 15k)

something like that WITH the materials and have it just be
_____'s Staff, ____'s Fellblade, something like that, without naming the mods!

(There would be no way to run to the forgemaster as:
A) Multiple Mobs surrounding him
B) A lengthy Quest
If im wrong just tell me,but thats what i got outta the original post?)

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

/signed

Awesome idea, Nevin. Provided the quest is difficult and the mobs are very hard to get through (i.e. not runnable), it would be a challenge and so the customised weapon would be the reward for it. It's not open to farming because it would require the skill of a large party to get through and do the quest to make their weapons. I also like the idea of using rubies and sapphires for fire and cold - and a use for granite slabs for earth damage.

This could not be exploited as the weapon is customised, and I don't think it would bring down trading, but enhance it by encouraging people to trade the base materials for making the weapons more, and not so much trading hundreds and thousands of K for golds and greens. It would also mean that if people got drops like golds and greens, others wouldn't want to buy them as they could make something similar at the Master Smith (except for Damage + x% <unconditional>), and so people would simply decide to customise their gold and green drops and use them rather than trading them around for lots of gold and ectos.

Indexed.

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

if you made it increasingly difficult then what woul dhappen if you had a team with someone who has done it 2 times, and someone who has never completed it before?

I think it needs to be repeatable as i get very bored very fast with the same fire spells and junk so i switch my att a lot and play around with combos...therefore making it cruel to only let me do it 3 times as i woul not be able to get X element!

Shut Your Mouth

Academy Page

Join Date: Jan 2006

Deathspawn Elite

Mo/N

Well IDK a forgemaster run even with a PUG only takes 1 - 1 1/2 hour's Max.
I'm not against this idea I would hope that if implemented it would be made the hardest quest in the game. Forgemaster only gives a cosmetically different version of Armor so no big deal with the ease of getting it. But getting a perfectly customized(Skin and all) Weapon or offhand item should be conciderably harder!

I mean those items are rare for a reason. so not everyone in the game has them. Were all fighting for diversity in appearance yet asking that the rare items be made readily availabe to players that have an hour or two to kill.

/undecided

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

/not signed for repeatable. However if you want a one handed weapon then he should be able to make off hands as well but will only offer to make one off hand if you make a one handed weapon. So he won't offer the option for an off hand if you had a two handed weapon made.

Your talking a truely unique weapon with max mods, bonuses and damage with no doubt 8 as the requirement. A max weapon that would be earned through one of the most difficult quests in the game. One should be enough.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Decided, it could only be done once. And if you were to forge a wand or single handed weapon, you would be able to choose an off hand or shield for it as well.

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Very cool idea.

/totally signed

Shut Your Mouth

Academy Page

Join Date: Jan 2006

Deathspawn Elite

Mo/N

Quote:
Originally Posted by Nevin
Many people want the quest to be repeatable, some (like me) don't want it to be.. I think three repeats with increasing difficulty in each would be fine.

I'll type up a description of the quest.
Well if the quest got progressively harded then you would have to have three quests. Unless you found a way to make it easy for some party members and hard for others.

i.e. This is my first time through, and the rest of the group is on their third time. Would I have to fight the harder fight or would they all fight the easier one?

Sientir

Sientir

Lion's Arch Merchant

Join Date: Mar 2006

At DigiPen.

Biscuit of Dewm [MEEP]

Quote:
Originally Posted by Hunter Sharparrow
/not signed for repeatable. However if you want a one handed weapon then he should be able to make off hands as well but will only offer to make one off hand if you make a one handed weapon. So he won't offer the option for an off hand if you had a two handed weapon made.

Your talking a truely unique weapon with max mods, bonuses and damage with no doubt 8 as the requirement. A max weapon that would be earned through one of the most difficult quests in the game. One should be enough.
What about people who don't run the same build all the time? For example, with my warrior, I don't always use axe or sword or hammer, I mix it up. Why should I be able to only get one type of weapon?

Overall, though, I like the idea of a weaponsmith. /signed

Since I presume these items would be automatically customized, it isn't like a person could just simply make them and sell them anyway. I have a feeling the people that would be most against this are the traders who make their money buying low and selling high. Just remember, not everyone is going to want to do this. Or, rather, be able to. I would like such a long quest to be repeatable, personally.

Rayea

Rayea

Wilds Pathfinder

Join Date: Jun 2005

west yorkshire, Uk

Sisters of Serenity

N/Mo

so, just make the items unable to be sold at all....no drop, no trade, only trashable.

that way, even if the quest was repeatable times 100, the item would only be of use to the character that made it....
*although, i would sugest that if this type of quest/crafter was implemented, that they allow a 5 slot per character >RARE wep store, ether questable or buyable...not conected to main stash, character based, not account based*

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

As long as the weapons are customized then they are useless to anyone except the character it is customized for. So no doing the quest just to make money off the items forged. They would also be unsalvageable just like the green weapons. Since they do allow 4 weapon sets, maybe doing it up to 4 times wouldn't hurt any.

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

Why not just add totally new skins for the quest?

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Trylo
Why not just add totally new skins for the quest?
It'd be hard to go in detail about each one looks like.. In another thread I suggested something along these lines in which you'd have the choice of your item looking Good -> Neutral -> Evil.

Good would be heaven-ish be decorated with wings etc etc..
Neutral would be just a generic look...
Evil would be black and spiked etc etc..

But that doesn't really fall into this Master Smith idea, anyways I'm still not sure on what to do with the quest. How many times you can do it, and the limit on how many items you can forge in one sitting.

R A C

R A C

Lion's Arch Merchant

Join Date: Sep 2005

In my parent's basement

R/Mo

/signed
my opinions: undecided about repeatability. Regardless, only 1 2-handed item or 1 1-handed +1 off-hand item per trip.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Yes, I can live with limited items forged per trip, but please let us do the quest as many times as we want.

/kneel
/beg



Nevin can add this to the original post if he likes it.
As for "quest description", a suggested one would be:

The Master Smith's forging equipments have been stolen by mobs, the party of heroes must recover the Master Smith's forging equipments before he can forge anything for them.

Forging equipments: Anvil, Hammer, Tongs, etc

The more equipments to recover, the harder the quest?
Or simply more time consuming?
It could be made even more time consuming for the party by spilting up the forging equipments in different directions.


Discuss.


EDIT:
By implementing such a "recover forging equipment quest", it could easily be "repeatable", in terms of "game lore".

Why?
Imagine the second time you go and visit the Master Smith, then he tells you:

"Oh Grenth be damned! I lost my forging equipments AGAIN! Blasted <instert mob name here> ransacked my place yesterday and went off with my stuff."
"You'll need to recover my stuff again if you want me to forge anything for you again."
(repeatable quest)

"Of course, I won't work for free."
(gold and materials required)

"And as usual, I need to rest after I've forged something. Age is catching up on me."
(limited to one item forged per visit per player)

The last sentences meant that the Master Smith will only forge one time for each player per visit.



To make the quest "harder", or just simply "time consuming", I suggest:

Anvil = item held by both hands, i.e: Urns, Books, Berry Basket, Gear etc

In fact, make all items "carryables".
But, for the Anvil, the character carrying the Anvil will have its movement speed slowed by 75%.
If a Warrior is carrying it, then its movement speed will slowed by 25% instead of 75%.


To make it even harder, or simply more time consuming:
The party will be constantly ambushed by mob raiding parties when they are carrying the item back to the Master Smith. Mobs will attempt to steal back the item if the item is dropped.


Suggested class combo for "mob raiding parties" as well as the "item defender mob parties":
- Anti Caster mesmers and necros
- Anti Warrior mesmers and necros
- degen mesmers and necros
- shields up, watchyourself, iway warriors
- interrupting rangers
- healers, smiters, protectors
- eles, wards, spikes, water slow, etc

No need for the "Finger of Chaos" thingie in here.
Throw in all the above mentioned in a big group, I'll like to see how a party of 8 tackle that.


EDIT:
Oh, Nevin, I just read your quests.
Them be good.

But I would like a repeatable quest too.
So, give this one some thought, ya?

Cheers.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

/signed

i want uber daggars

jk, i think it be really cool though, be something fun to do with your guild to get some nice weapons

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

This almost sounds good, then we bring in the Skill > Time played, and I realize this is severly limited to only the best, endering players.

If you compare Droknars armor selection with 15K armor selections you have 1 difference, look. That is the way uber hard ventures/mega costs/mass material should impress. There shouldn't be a giant void that gives only the hardend players in the game superior customized weapons, everyone should be able to get these within reasonable venture and cost.

If we had common weapon customizers which could sell us weapons with any damage or skill effect mod, and a trader which had every mod available, then all players would have fair access to perfected weapons. At the very least, there should be weapon mod sellers, leaving the look of the weapon and the damage/skill modifier open to the weapons you can find. If, and only if, we already had reasonable options for everyone (not just advanced groups of well connected players), then something like an uber weapon customizer would be acceptable. And the only unique service he should provide is a Special Looking weapon, which is attractive and completely unique "looking".

This is no different then suggesting that more powerful armor only be obtainable through some over the top, very secluded, and certain to be unreachable by some, quest. You can't seclude significant advantages to the elite players, it has to be available to everyone in a reasonable manner.

No matter how much you enjoy this idea, it is a very, very bad one, it betrays one of the most foundational halmarks of this game, good weapon customization and modification should be universally available, not secluded in a location which only elite players with great teammates can obtain. The concept of having a Smith that can make a weapon to your exact specification is great, putting him in a location where only elite players will reach him, unacceptable.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

I do like the idea of a bonus quest.. But as of now I think it'd make things a lot easier if you could just return to him and purchase weapons.

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

Quote:
This is no different then suggesting that more powerful armor only be obtainable through some over the top, very secluded, and certain to be unreachable by some, quest
Fissure of Woe Armor.
Must be ascended and do multiple quests in one of the most difficult areas of the game just for the chance of doing the quest that gives you the armor smith. Then you must shuffle out alot to buy it. Only difference is looks.

OP's Suggestion (From what I have read)
Player given named weapons and offhands that are customized to that specific character and can not be sold (unless selling to the merchant for like 300g or something), salvaged, remoded or used by any other character. The quest would be out of the way like those that lead to the green items but no too out of the way like the FoW armor. The quest would be as difficult as those found in the FoW (could even be multistaged like Tombs) and my even require ascention (to aquire the quest) and infusion (to fight mursaat).

Now you can get gold weapons at almost any time that don't have to be customized and can be sold. Gold weapons and off hands with max stats just like the ones you get from the op's suggestion but doesn't have the unique name.

Sounds like a nice balanced idea to me.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

No, a selection of droped max mod weapons and being able to pick the best or most useful mods for your build are very different. Like picking a damage mod which will activate when your enchanted or have more the 50% health knowing that your build stresses that status is an advantage.

I admit that there are advantages in this game to those who can get further and farm harder areas, and that is already unbalanced. An amount of PvE content makes the game fun, but it does give advanced farmers better weapon selection, and then they try to swindle rediculous prices for them as well. Having a weapon mod option and Weapon creation option should be universally accessible at a reasonable location, not an extreme one. The fact is that better players don't need to have better weapons then everyone else. And the OP is obviously suggesting a quest and location that is as far out of the way and hard to undertake as possible, this shouldn't be the only path to getting effective weapons.

Ninetail Trickster

Ninetail Trickster

Lion's Arch Merchant

Join Date: Mar 2006

A pleasant place that needs more rain. T_T

The Rose Society

/signed
-eyes the naysayers-
-opens mouth; raises finger-
-closes mouth-
-tries again-
...bloody heck. >_<

Anyway. I love the idea; it lets you get an awesome weapon, it is based entirely around skill- it's probably one of the best things in Sardelac. Right up with the RP District petition.
Possible solution to counter-act some of the troubles and make it entirely about skill and pride:
Don't make it worth it. Have the Mastersmith's requirements fluctuate in accordance to approximate market costs for the same items, crossed and checked against the same mod.
Each feature's requirement would then be 1.2~5 times the cost of the market price for the same thing. For example:
Crystalline requirement item- Ectoplasm
Max-Damage Crystalline- Approx 3 Ecto average.
Number of Ectoplasms Required by Mastersmith for Crystalline Skin- 4
(Ignore the numbers and item correlation; first material/skin combo that came to mind)

Can you farm the same thing?
Yes.
Is an up-and coming PVP hero going to want to waste his time farming for his mods or the gold to buy 'em?
Nope.

Does a farmed sword have you up at 3am eating cold pizza while you and your guildies try the mission to get it a fifth time?
Nope.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

BahamutKaiser does have a valid point regarding this issue.

Ok, I got a solution:

Let there be two "Master Smiths", two dwarven "brothers".
Elder brother - vanity skins, lives in remote mountain area, described by Nevin
Younger brother - normal skins, lives in Droknar's Forge

Both are able to craft:
- "clean" weapons with an inherent mod of the player's choice.
i.e 15>50, 20<50, 15 while enchanted, stance, 15 vs hexed, 20 while hexed
- various weapon upgrades
- various off-hand focus items
- staves with inherent quick recovery mods of the player's choice
- shields with interent mods, including quick recovery mods of the player's choice
- all items crafted are "customized" to the player character who ordered the items to be crafted

Elder brother:
- able to "personal customize" weapon or off-hand item with own name

Younger brother:
- no "personal customization", only +20% damage "basic customization"

There we go, issue resolved.
Discuss.

pappayaponta

Lion's Arch Merchant

Join Date: Jul 2005

Europian Comando force

W/Mo

/M-M-M-Multi Zigned!

Faboulus idea, it's also good that it is hard and expensive to get the weapon, beacause all can run around with one.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Tuoba Hturt Eht
BahamutKaiser does have a valid point regarding this issue.

Ok, I got a solution:

Let there be two "Master Smiths", two dwarven "brothers".
Elder brother - vanity skins, lives in remote mountain area, described by Nevin
Younger brother - normal skins, lives in Droknar's Forge

Both are able to craft:
- "clean" weapons with an inherent mod of the player's choice.
i.e 15>50, 20<50, 15 while enchanted, stance, 15 vs hexed, 20 while hexed
- various weapon upgrades
- various off-hand focus items
- staves with inherent quick recovery mods of the player's choice
- shields with interent mods, including quick recovery mods of the player's choice
- all items crafted are "customized" to the player character who ordered the items to be crafted

Elder brother:
- able to "personal customize" weapon or off-hand item with own name

Younger brother:
- no "personal customization", only +20% damage "basic customization"

There we go, issue resolved.
Discuss.
Tuoba if you noticed Bahamut is really the only person that shares that opinion, changes aren't needed. Anyways the practical player would obviously go to the younger Master Smith.

Rayea

Rayea

Wilds Pathfinder

Join Date: Jun 2005

west yorkshire, Uk

Sisters of Serenity

N/Mo

aye, but the Vain Player that needs to impress will go to the Elder Master hehe...

i do see where bahamut is comming from....
*myself having never been to droks personally ingame, nor having any accended chars that would be able to go far, i mean visit the UW FoW ect*

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Aw, mate, I'm thinking that, with such an implementation, it would be fair for all players.

Although the weapon smith at Droknar's Forge is now capable of crafting 15>50 weapons, the other variants are yet available. i.e 20<50, 15 vs hexed, 20 while hexed
And lack of a decent shield crafter.

I believe what Bahamut is trying to imply is that, give the "casual" players a chance to have a fair choice of equipment selection?

Anyway, regarding shields, I think there will be quite a number of good collectors shields in factions.

But still, "special shields" with inherent mods such as these:
+4-8 vs <insert mob type>
+4-8 vs <insert damage type>
Quick recovery from <insert condition>

Still cannot be easily acquired by players.

Hopefully, this will change in the future.
Cheers.

Discuss.

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

Fair? Don't talk about fair. Those that hate to farm and just do the missions and quest pretty much get shafted unless they get lucky. Finally a rewarding quest. Brings the fairness back into the game.

Quote:
No, a selection of droped max mod weapons and being able to pick the best or most useful mods for your build are very different. Like picking a damage mod which will activate when your enchanted or have more the 50% health knowing that your build stresses that status is an advantage.
Well lets see. I could go to Lion's Arch or go online (not ebay, just an auction house) and buy a rare max damage, low requirement weapon with the skin and bonus I want. I could even go to district 1 ascalon the moment I get to post searing and buy it. Then I could buy the mods I want to be put on that weapon. Finally I can customize it and there you have it, the best or most useful mods for your build. The only thing missing is the unique name in red letters.

Quote:
but it does give advanced farmers better weapon selection, and then they try to swindle rediculous prices for them as well
Advanced farmers already have better weapon selections since they have more than enough money (through farming) to buy multiple max out weapons with the skins of their choosing and all the mods they will ever need. The weapons from this quest would be customized so that only the one character can use it. If someone tries to sell it and someone else actually buys it then the person who bought it just got scammed. Crap like that already happens regardless so I don't see that as a reason for anything.

The quest item would be near or after the end of the game and would be a decent quest reward for a change.