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Where are all the creative quests?
Why have MMO's resorted to "Kill 10 beetles" and "Harvest 10 rocks"???
Why not have a quest where you have to TRAVEL to a specific location, carrying a magical item, and depending on your route you encounter different things, making for more than just a grind-fest.
1) You take the main road, which is faster and you think safer. Surprise surprise, an entire ARMY of 200 orcs is looking for you. (Or perhaps the less-model intensive "4 really powerful creatures") You better run away! Can't grind these guys, you have to run into the forest, swim downstream through the river. *You feel yourself weary* You need to rest.
a) You rest out in the open with a campfire and tent. You right click the "logs" in your inventory, logs appear on the ground. You right click flint&tender, and the logs burst to fire. You right click your tent and your character's backpack shrinks in size, and a tent appears. You click the bed item and a pillow and sleeping bag appear. You now have the option to "Rest". Your character lies on the bed in an animation and ZZZzZzZzzZ float above the model and a snoring sound begins. A sound begins of heavy rustling and clanking. You're under attack! You have no armor equiped, but manage to grab your weapon and one item to equip. A menu appears for each person in the party with their character sheet/equipment (naked) and their items in a bag. You can equip 2 items for the fight. Whenever you pick the two items and cilck "Okay" you exit the tent and appear outside with the rest of your party. It is time dependent in that your party needs you to decide quickly, but you also dont have to decide quickly because you're safe until you click "Okay."
After picking 2 items, you now fight whatever is attacking you, along with your group whenever they exit their tent to join you.
b) You decide camping outside is too dangerous. You find an empty log cabin, break in, and begin to sleep there. A ghost appears to haunt you! OoOo something funny happens, but that's it and after 4 minutes IRL time you can go on again.
c) You sleep in an inn run by all women. Strange, but you buy a room. You wake up and your backpack was looted! 3 items are missing, along with the quest item! You go on a side-quest to solve the mystery and get your stuff back.
SEE, one adventure can turn into side-quests, fun things happen. it's a REAL ADVENTURE.
Where is the creativity? If I was making an MMO, my quests would be like that. Maybe my game would suck because I couldn't create enough content fast enough before release like DDO, all because it was hard to code all the good quests, but at least I'd have amazing content.
Where is the dev who says "Let's not do a single 'Kill 10 of these' quest! Let's do something creative that players will enjoy."
Comments
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
With scripted events, you can easily turn a singleplayer immesion quest into a multiplayer MMO quest.
You all receive the info at the same time.
The animations, models, etc. all appear at the same time.
The "Warning: You need to run away!" message (not literally said that way) appears at the same time.
You type /group "RUN east, this way, follow me! The forest is good for getting away from people."
It gives you enough time for the players to get away, but an over-ridiculous amount of time or no escape decision leads to mobs appearing and attacking, and your emminent doom.
Entire group runs in that direction.
The game gives you a message basically saying that your intuition says the only way to safety is to swim downstream.
Your entire group begins swimming downstream.
Giving you enough time to where it's a sure-fire thing you'll escape, but not an infinite amount of time to just sit and do nothing.
Arrow animations and arrow sounds appear around each character individually, to show an army or whatever chasing them (giving the feel of being chased) no damage or anything though, although that's perfectly plausible to do one arrow hit someone and "wound them" with a run-speed debuff for 10 minutes for some reason to fit in with the quest. Doesn't effect swim-speed though, so everyone gets away easily.
You receive a message 3 minutes later basically saying to stop because you're safe and got away.
You receive a message saying "You are weary" and get a big debuff that forces you to choose a place to "rest"
A message appears saying "Your map shows an inn nearby. You see a log cabin awhiles away on that hill. Perhaps you brought camping supplies?" Giving you options, adventure, etc.
Your team discusses in chat what to do, where to go, etc. "Should we goto the inn or camp here? Hmm, think that log cabin is safe? I dunno, might be someone violent in there, let's just camp here."
EASILY DONE.
All that is required is
1) 1 Scriptured event
2) A few "Dungeon master" messages in the middle of your screen (or spoken by a voice actor) explaining things and pushing the adventure in a direction.
3) Debuffs
4) One animation of arrows, but no models or anything like that. Arrows that just "shoot from the forest"
5) One arrow sound effect
How is that hard to implement in a MMO compared to a singleplayer?
Unemployed. It seems the people paying the bills can't see a profit in this sort of thing. It's a shame, but the last time I saw anything close to this kind of creativity was in player made NWN modules, nothing commercial. Really, even in non MMO's when was the last time you were suprised by a quest, by a plot twist? When was the last time you didn't see it coming a mile away?
I think the whole kill 10 beetles, collect 10 hides thing has gotten so annoying... it's like the video game version of shopping at Sam's club and buying in bulk, something I'm not even willing to do in RL let alone in something that's suppose to be fun.
Your typical MMO world ist just a map filled with NPC spawn points. The normal generic quests are:
- killing npcs
- traveling from a to b
The only way to make more interesting quests is by creating a very dynamic world with lots of possibilities.
With crafting in the game you get crafting quests.
With pvp in the game you could get bounty quests.
With a ressource system in the game (swg minerals) you could get exploration quests.
Again: It is hard to scale up quests to work for multiple players/groups at the same time.
Scripted triggered events like little ingame movies that happen in the middle of quests are just not doable without instances. (Imagine the lord of doom appearing in a quest attacking group a, 5m next to that group another lord attacking group b etc). Even npcs that like to wave and do emotes when spoken to would be strange. The npc would be doing emotes non stop because every 10 seconds someone talks to him or starts a quest.
If anyone can come up with non generic quests that can be done at the same time by different players without instancing then by all means: please post the idea.
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Insanity: Doing the same thing over and over again and expecting different results.
If you think it would be the same resources for an MMO where thousands would be doing it compared to a single player RPG you need some educaton on the matter.
Even WoW's instances can fill up and not let anyone in until a spot clears for your group, and those are instances where you wont even see the guys you are waiting to leave, now imagine this happening in the open-world, times a thousand.
Creating creative quests isnt the hard part, the hard part is figuring out ones that dont use horrifically large amounts of resources.
i) Kill x monsters (variant = gather some monster parts)
ii) Go somewhere
iii) Escort an NPC through hostile territory.
When I played EQ2 I was disappointed to discover that they only supported the first two of these. I know knocking WoW is popular, but I find the escort quests to be amongst the more interesting and challenging (particularly for non-tanking classes). I miss them when they're absent.
MMOs should also feature alot more side games. Compare the number of side games in a typical Final Fantasy game with the number available in most MMOs. Why should a single payment game be better in this respect than a game I pay monthly subscriptions for?
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I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
You are correct about the 10000 quests though. It would require a huge amount of ressources and I bet a lot of people would still get bored.
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Insanity: Doing the same thing over and over again and expecting different results.
an article on Gods n Heroes by IGN provides us with an insight into what quests or raiding could / should be like
IGN "The possibility for some very interesting instanced zones is clear. Large groups can be split and told to take care of several objectives in battle. Objective based instances are definitely going to need some organization to complete successfully, especially when it comes to killing off the Telchine gods. The question is how far Perpetual will go with this in the first retail release. They certainly have a lot of ideas, but making it happen technically is another thing. On Archimedes Island, players will have to storm a beach, defeat enemies in the area and then disable Archimedes mirrors on two bluffs that are burning ships trying to land. Once those ships can land, a base will be set up by NPCs at which point Greek armies will begin attacking at timed intervals. If groups want to keep the camp, they'll need to split their attentions from defending and completing some of the farther objectives. There's also some issue as to how larger multi-group parties might interact with each other in areas such as this. Whether there would be an overall commander watching the battlefield and giving orders or if it would be a more organic approach where players would have to figure out their own strategy on the fly."
now go fetch me 10 rats tails...
(i posted this here earlier today)
You are correct about the 10000 quests though. It would require a huge amount of ressources and I bet a lot of people would still get bored.
Aye, locking a quest down so only 1 person/group can run it is one way. Or making the quest giver a dynamic person, which means that not only one NPC can hand out that quest and which means that you can have many groups doing the same quest but at different geographical locations.
The first answer is an easier one, although much more restrictive. Obviously it will not be a good idea to have this method applied to ALL quests. Bad idea.But, all the key quests of this type could (and usualy are) follow this route. I mean, if you had to kill King of Goblins or something and it would spawn a king each time a group takes the quest, then wed see many kings of goblins running around in one geographical location, which is a pretty big immersion killer for me. How many kings are there in one castle? The regular quests though, the ones with "kill X rats" shouldnt be limited by this formula becuase there are lots of rats around. Too many if you ask me heh.
The second formula is less limited but much harder to design. It would be great if everone could take part in a quest without waiting for previous group to finish it (the dreaded "Taint of the Yukionna" quest from Vanguard if any1 knows what im talking about) AND at the same time not have many groups competing for a rare spawn or running around doing same stuff in a near vicinity. This model would require dynamic quest allocation to different NPCs. EX: a wondering NPC hunter asks your group to save the forest by killing goblins cutting it down. At the same time some other group finds a farm inside the forest and the farmer asks them to do the same thing. If goblins are placed properly (or even dynamicaly spawned for the quest), then theoreticaly, both groups may never even meet.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
Why have quests at all? No matter how good they are, or how many there is, they are gonna be boring after a while when thousands of players done them. Remember that we are talking about MMORPG´s, which means that there´s gonna be a lot of players. What´s more dynamic then player to player interaction?
A MMORPG should be more of a sandbox game, because fixed path doesn´t really work except in Singe Player. So, if you could create a large enough world with as spread out playerbase as possible, things will get interesting. Let´s take the a fantasy style MMORPG (too many of those, but you can all relate to what I´m saying). We have a huge world, and a lot of players. Now the world most first have some kind differences across the land, so let´s do the usual stuff; different types of landscapes. Before I go further into how to make the world works, I will set a few "must have". The game would have to have a 100% crafting system, which means that everything in the game (except materials) can be made by a player. You might ask "Why not kill a monster and get the item for free?". Well, think outside the box! how fun is it to kill the same monster over and over againg to advance? Didn´t think so, but we will of course need creatures (good and evil ones) to make to world living. The monsters, when killed, should not dropped items like swords/staffs/shields etc, only maybe a few precent of the time.
Let´s continue with the world itself. So we got monster, which are kind of useless at the moment, and we can craft our own items. To make the different parts of the world usefull, there should be a _lot_ of different materials needed for different items, which leads us to a kind of colonization thingy. People would have to move to different places to gather their resources, but wait a minute? one man can not travel all over the world to build a sword, that´s insane! What this little fella´ would do is to build a village, of course it would be a huge task but teamwork is the key. Now we have a village which will have some resources nearby, gathered by people who specialize in that professions. In some other part of the world, some players have done the same thing. They got a village, a population and resources. Though, a different kind of resources! What can we make of this? We have a new preoffession ladies and gentlemen. Resources needs to be moved between to towns, allowing the crafters to get their needed resources to make their item.
If you´re still reading, here´s more
So we got at least 3 professions, all which works together like a big happy family, and the items keeps rolling into the local market. What have forgot? Yes, who´s gonna use these items. Does a farmer/gatherer need a sword? Don´t think so. I´m sure you´ve all figured out there is gonna be fights of who´s gonna own that part of the land, thus we need fighters! People who, well... fight. When they die, so does their items and are lootable, thus keeping the market running by having to buy new items.
Ding! Player run market.
Now how to you advance? Well, I really really hate this aweful idea of levels, so you could just have a skillsystem, with a lot of different catoegories. Maybe something like Eve Online, but more specialized for the game. This way, there will be no grind, since you will always advance by training (books maybe, and of the use of that skill. Using sword -> Gaing exp). And to get money, you can always explore the world for treasures and other findings, or just loot your enemies. Or, you can sell items which you´ve made and get money.
So what we got here is a dynamic world, totally run by players. Most of the players will be dependant of another; the fighter must have some kind of industrial backbone so that he can go back to town to replace his lost gear. The crafter needs materials to build his items, thus having some kind of gathering professions. And of course, the crafter can sell the items and now we have what might look like a "market-thungy-supply/demand" circle.
You´re probally tired from reading all this, so I´ll make the rest short!
Now we got the basics, and it just needs to be "continued". Basic, neutral NPC villages -> Town -> City, but in the end a lot of player run ones. There should be a world which is worth exploring, and of course worth fighting for (resources, better place to build a village, better trade runs between cities). Less grind, more player interaction. The players have their world, which they all have something to do with wether they are a gatherer, trader, mercenary, fighter, crafter, bounty hounter, old man who sits by the tree, village builder, high chief of town! There will be real reasons to fight, and real losses. Trading would be for a neccessary purpose, so will fighting and so on.
I could continue forever with this, but I think you´ve got the idea. Thanks for reading!
(yeah, I play EVE )
Thats a terrible idea, sounds like you would be more into pen and paper roleplaying.
I dont mind quests which make you think, give you clues, have multiple paths, involve other activities other than killing (although isnt killing and PvE what most MMORPGs are all about?). But what you describe is pure PnP yawnfest. I dont play MMO's to watch my avatar sleep in the woods, and theres plenty of people running around naked in MMOs already.
so, i was playing this little new game, V:SoH, and I walked up to this npc standing in front of a pen, and he says to me all my dogs have escaped, could you round them up and scare them back into my pen please. I blinked twice, and i thought to myself that's really kind of neat. There are ways to do the 'same old get me x' quests in a manner where it doesn't 'feel' like it's the 'same old get me x' kind of thing. all it takes is some imagination / story. I am one of the fanbois, apparently, but i have been finding the quest structure in Vanguard much more enjoyable then alot of the other games i've played recently because there is diversity in the quest structure....
but again, that's just me.....
"We aren't going to ... Period. End of statement."
ya. ok. whatever.
but what do i know, i'm only a vanbois i'm told.
really? i played through to level 40 on beta and all i got was a) kill x mobs b) go here c) get such and such item or d) talk to x person
maybe the innovative quests found a way in after release, or i just picked the wrong continent.
i really would like to give vanguard the benefit of the doubt, but until i see it running smoothly with nice animations and spell effects (most likely when they release a free trial) i just cant put any faith in it. at the end of beta i just left disappointed and hanging out for conan.
Though my idea is pretty much PVP, it can still work for the less PVP oriented people. Don´t forget, PVP isn´t only fighting another player; a player driven market is PVP. What I like in MMORPG´s is a dunamic world, lots of goals and no limitations. In my above example was just the surface of what I have in mind. I can write an essay on my own MMORPG ;D.
You can still have quests, and with a really big world there will be a lot to explore; dungeons, valleys, oceans(?) and so on, without being forced to do this to advance (aka killing mobs to gain experience). Instead you´ll see new places, find new resources, find treasures which could be a lot of various things. It doesn´t have to be a PVP-fest, there should be tough to start wars and support it, and ways to counter players who´s just out for killing. But the main idea with the above is to have a large dynamic world, where players change history; not the developers. And there will be no "end game", since there is no limitations. New cities will be built, destroyed and then rebuilt. People will leave, people will join. Alliances will be created and destroyed, and you can really make a name for yourself, instead of doing the same thing as everyoen else (wow anyone?).
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1. In your described world the fighters are dependent on the crafters but not vice versa. The crafters should also need something from the fighters to be able to do their work (protection, expensive ressources). Both roles should have the same importance and the same benefits. Deciding on your role should be about how you want to have fun and not about how to make the most profit or something. If a producer cartel can exist (eve: t2 bpo holders) than why not also fighter cartels (guilds monopolizing ressources)?
2. Living in such an open world takes time. Quests are fast paced mini stories for the hour you can spare after work. While an open game is good, you cannot log on and do something fun and log off (except for grinding). Just look at eve...
3. Open competitive worlds do not suit many people (I love them, I play eve). 'Risk = reward' is just not an option for most PvE-players.
I myself believe that it is nearly impossible to do more than the mixing of the 2-3 main quest types (killing npcs, traveling, protecting) and hiding the mix behind a story without instancing. The only way to make these 'boring' quests more fun is to make the fighting and traveling more fun. If killing a beetle even for the 100th time is a lot of fun, you will not care about the quest.
My idea would be: The skill of the player should determine the outcome of a fight. If killing a beetle is like battling an end game monster in a fps (dodging, blocking, aiming, using correct skills, timing, teamplay) then doing the quest 'kill 1 beetle' would be a lot more fun. Of course every NPC out there should act differently so you would have to think and find a strategy every time. Players would start to respect the monsters and this alone would give the game a new feeling. (comparison: PvP but with monsters acting as good as players would).
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Insanity: Doing the same thing over and over again and expecting different results.
1. In your described world the fighters are dependent on the crafters but not vice versa. The crafters should also need something from the fighters to be able to do their work (protection, expensive ressources). Both roles should have the same importance and the same benefits. Deciding on your role should be about how you want to have fun and not about how to make the most profit or something. If a producer cartel can exist (eve: t2 bpo holders) than why not also fighter cartels (guilds monopolizing ressources)?
2. Living in such an open world takes time. Quests are fast paced mini stories for the hour you can spare after work. While an open game is good, you cannot log on and do something fun and log off (except for grinding). Just look at eve...
3. Open competitive worlds do not suit many people (I love them, I play eve). 'Risk = reward' is just not an option for most PvE-players.
I myself believe that it is nearly impossible to do more than the mixing of the 2-3 main quest types (killing npcs, traveling, protecting) and hiding the mix behind a story without instancing. The only way to make these 'boring' quests more fun is to make the fighting and traveling more fun. If killing a beetle even for the 100th time is a lot of fun, you will not care about the quest.
My idea would be: The skill of the player should determine the outcome of a fight. If killing a beetle is like battling an end game monster in a fps (dodging, blocking, aiming, using correct skills, timing, teamplay) then doing the quest 'kill 1 beetle' would be a lot more fun. Of course every NPC out there should act differently so you would have to think and find a strategy every time. Players would start to respect the monsters and this alone would give the game a new feeling. (comparison: PvP but with monsters acting as good as players would).
You are right but if you think about it, it´s just like EVE. I play no more then maybe 2-4 hours a day, sometimes 1 hour and I´m having no problem advancing in the game. 4 years and still going .
In theory it could work, with a lot of tweaking. I know that the PVE part is lousy in EVE, but there are a lot of non PVPers who play EVE and it works just fine.
As for the professions, crafters will be kind of dependent on fighters in terms of protection of resources. There will probally be bandits (equal to pirates in EVE) and so on. As for better PVE content, it would be really hard to mix that with my idea, but the game could still be fun with most PVP gamplay. Instead of having thousands of creatures, you could have that "beetle" instead. Even thoug I´ve been PVPing in EVE since day one, i would love to (if this game existed) just travel to other cities and take a look around, explore the landscapes.
You're basically giving the outline of a roleplaying session between teammates here. I can see why it would be a fun and immersive adventure, but it at what point does this scripted event become a linear, almost instanced, quest? When does it affect the universe or block that content from others? World scripts for one particular single-player or closed-group style event are difficult to suitably code into a MUD. Certainly, you can have it affect all those around you, but what about other players' experience with the adventure?
I'll add a little bit and try to stick to the spirit of the story.
The orc party pursues and follows your trail very well due to a low 'wilderness' skill by one of your group members or some other happening. You decide to head to the inn and rest up, so you buy a room for the night, get a round of drinks and stock up on supplies, then turn in for some well-deserved sleep. You and your team awake at the familiar sound of terrible screams coming from inside the inn and you don your equipment and start down the corridor that connects your room to the great hall. Smoke fills the air, forcing you to cough and weeze (accuracy, endurance, etc. debuff there). You and your team make it to the great hall and the entire inn is engulfed in flames... long story short, you make it out and kick the orc raiders' arses. The inn is utterly destroyed and the owners and other guests were slaughtered before you could help.
What happens then? The quest journal suggests that you go to the king or local authority and report and inn's destruction, probably setting you on another quest. Or you could just sieze the inn for yourself and make a living as an honest innkeeper. Whatever. The point is, what happens when other players come across this inn with the same exact quest? Will it still be in ruins? Will it belong to you? WIll the entire ordeal be reset before your eyes as though nothing happened and be only your memory to cherish? What happens when a group that's doing the very same quest invites you, or another player who's already done it, to a group?
I can see how much fun it would be to be able to embark on adventures such as those, but the questions at the end are what prevent these magnificent events from being scripted as world events in current-generation MMORPGs. Heck, I hardly find that kind of depth in single player games anymore.
Instancing is not the answer, that just destroys immersion almost entirely (you finish the epic quest... now do it again and again and again, while the rest of the world remains unchanged). This is where we get stuck in our development: to instance, or not to instance? It's not easy to make a fun, non-linear MMOG.
to create really interesting quests, you'd have to make it so npcs dont tell you what to do.
youd be walking around the world and see, for example, a town being sacked by orcs.
you can decide what you want to do about it. you could go in and help the orcs, or the town, maybe wait till the orcs are done looting and scavenge from the ruins. for this to work the game world would have to constantly change and be a living one, so you never repeat the same quest twice, and you'd have to figure stuff out on your own, not just mindlessly do what some NPC tells you to do.
"The new age is upon us, yet the past refuses to rest in its shallow grave."
Even the so called unique quess can be broken down to the basic 3 groups lets use the example of A Thorn of Old from EQ2,
WARNING SPOILER ALERT
This walkthrough is from EQ2i.com
The first task he sets out for you is to help him (in other words, do all the work) get trophies from three "dragons."
Go to loc A
Go to the Hidden Refuge in Tenebrous Tangle. Behind the waterfall to the east is an old man. Speak to him and ask how to repair the weapon Fuzzmin gave to you. Be very friendly and cooperative in your conversation. If you say the wrong thing the old man will grow tired of the conversation and you will have to start over.
Go to loc A, talk to NPC X.
He will give you a (level 50 artisan) recipe for an Oak-shafted Wurmslayer and send you to get a beautiful oak shaft. The oak shaft can be found in the Sanctum of the Scaleborn close to where you found Gylton. At the top of the platform above the pit there is a chest. Examine the chest to get the oak shaft.
Go to loc X, get item A
Go to the forge (-116,+65,-34) in Sanctum of the Scaleborn and craft the Re-shafted Wurmslayer. You must also have 10 rough lumbered rosewood and 5 bituminous coal, a T7 fuel, to complete the recipe. While you must be a level 50 artisan to scribe the recipe, it is a level 50 Geocraft combine. You must create a "pristine" item or you will fail and your resources will be lost. If you are lucky or skilled at crafting you can do this with lower than 300 Geocraft.
Go to loc X with the required items, craft item A
After you have repaired the shaft, return to the weaponsmith master. He will give you a (level 65 artisan) recipe for a Re-bladed Wurmslayer.
Return to NPC X
Go to the Palace of the Awakened to find an imbued bar of metal. It can be found in the workshop on the third floor at the end of the corridor as an harvestable chest.
Go to loc A, get item X
Return to the forge (-116,+65,-34) in Sanctum of the Scaleborn and craft the Re-bladed Wurmslayer. You must also have 15 adamantine clusters and 5 bituminous coal to complete the recipe, which is a level 63 Geocraft combine.
Go to loc X with the required items, craft item A
Return to the weaponsmith in the Hidden Refuge, he will give you a (level 60 artisan) recipe for a Sharp-bladed Wurmslayer.
Return to NPC X
Next you must go to Halls of Fate (Zone) and find the Quellithulians around the cavernous pillar and steal the enchantments they possess. This is a workshop chest harvestable in the south side of the room with the formless abominations needed for the Blood of the Brood quest.
Go to loc A, get item X
Go back to the forge in Sanctum of the Scaleborn to craft the Formed Wurmslayer.
Go to loc X with the required items, craft item A
Return once more to the weaponsmith and he will tell you that you will need to reforge it with the blood of the dragons to unleash it's full power.
Return to NPC X
You must now kill three dragons:
Return one last time to the weaponsmith. He will give you a (level 65 artisan) recipe for the Blood-Imbued Wurmslayer as well as three vials of blood, one from each of the dragons.
Return to NPC X
Go back to the forge in Sanctum of the Scaleborn to craft your reward. In addition to the Formed Wurmslayer you created the last time at the forge and the three vials of blood you will need 7 mystical incense as fuel. The item is a level 70 difficult geocraft combine, but at level 65 artisan it should not be that difficult. Note: the recipe in your recipe book
Go to loc X with the required items, craft item A