Murloc Cult

Back to the log

Batch 5: crafting professions, mining, bank and mail exchanges

Each character picks two main professions suited to its class, gathers (mining, herbalism, skinning), crafts what it needs or what raises its skill, uses the bank and mails materials to its companions.

Commit
fae0f3f
Build
Build success (5 min) · Target worldserver
Professions
  • Choice: two main professions per character according to its class (e.g. warrior: mining and blacksmithing; priest: tailoring and enchanting; druid: herbalism and alchemy), with variety across the population; cooking, first aid and fishing as well.
  • Trainers: learning, rank-ups (Apprentice → Grand Master), buying recipes that still give skill.
  • Gathering: mining (pick bought), herbalism, skinning, along quest and hunting routes, without unreasonable detours or nodes guarded by monsters.
  • Crafting: first what is useful (gear, bags, tools, potions, bandages, food), otherwise recipes that still raise the skill; enchanting one's own gear, disenchanting useless green items; workshop (anvil, forge) and campfire for cooking.
  • Materials for one's own professions are no longer sold; crafting surplus goes to the auction house.
Bank

A visit when passing near a banker, or a detour when bags are nearly full: depositing reserve materials, taking back those for current recipes, buying bag slots.

Mail between characters

A character that gathers materials useful to a guild companion mails them over.

Batch 4 results (30 min before/after)

Deaths −20% (164 → 131 per hour), quests turned in +46% (105 → 154 per hour), stuck −14%. "Carry Your Weight", impossible to turn in for hours, was turned in 20 s after the new path fallback.

Verification

Tested on a separate server (mining, blacksmithing, cooking, alchemy, disenchanting, bank, mailing materials); deployed without crash, 62 characters in game, first profession trainings within minutes.