winterbornb14_ESO wrote: »
Is there any crafted item that actually sells for more then the mats used to make them? Or is crafting for profit not viable in this game?
winterbornb14_ESO wrote: »I am having a hard time thinking crafting makes any profit for your time.
winterbornb14_ESO wrote: »Is there any crafted item that actually sells for more then the mats used to make them? Or is crafting for profit not viable in this game?
winterbornb14_ESO wrote: »Is there any crafted item that actually sells for more then the mats used to make them? Or is crafting for profit not viable in this game?
It's very erratic, but for specific reasons. Take a moment to read below, as it's a bit of a wall of text.
For starters, ESO doesn't have a system of intercharacter dependency as it's core. What that means is, barring group PvE content (of which there's virtually none outside dungeons and trials), you can literally perform every aspect of this game pretty much on your own.
This means crafting as well.
As soon as you have one character a 'master crafter' in this game, you honestly don't need to rely on anyone else in the game to get the content you need. Whether we're talking gathering or crafting, the entire process is a one stop shop that requires absolutely no interaction with other players or even a single alternate character other than your main one to achieve.
This means, that your only potential market honestly boils down to those still wanting to level their professions or those who are too lazy (or not interested) in crafting themselves.
Coupled with this, the current fractured market infrastructure in ESO with guilds stores all over the game and no unified auction house gives smaller market potential across the board.
Take the big grand daddy of MMOs on the market today (World of Warcraft) and their ingame crafting and economy structure relies on depending on other characters in the game to achieve objectives. Each character can have just TWO main crafting professions (which includes gathering!) plus 4 universal minor crafting professions (cooking, fishing, first aid and archeology).
To craft anything in the main professions at the top level requires material and crafted items from other professions.
This in effect 'forces' interplay between players and supports a strong market economy.
This is why ESO economics don't compare. You're not relying on other people to supply materials for your own crafting because you can do it youself.
This is also why ESO market economies centre mostly around raw mats rather than finished items.
Ultimately, this undermines the broader economic game in ESO. Between it's fractured auction house model and non reliance on other players, the entire ESO economy comes down to materials to help level professions for yourself OR supplying gear and consumables to those too lazy or uninterested in doing it for themselves.
It's also a frustrating aspect of the game design as a whole. The process of gating for crafting in WoW is done in a fashion that encourages social / economic interaction in the game.
In ESO, it's basically just XP potion fragments for one item for one crafting profession which is a frustrating mess rather than encouraging the social interaction of players in this game as you'd honestly expect of a MMO.
So how could you fix this?
* Limit the number of crafting trees you can access per character to 3 at max
* Have high end crafting components require material from other professions.
* Create a new crafting tree called 'gathering'. Only allow those who are specced into this tree to gather materials. This would encompass mining, wood, cloth, herbs & runes.
* Keep provisioning drops to anyone who opens crates.
* No limit on fishing, keep that open to everyone.
* Create a unified auction house per faction. All access from any 'guild vendor' already in the game. The current model is hopelessly broken.
* Create a 'Black Market' auction house for trade across factions. You CAN keep this open to 'vendor bidding' if you so choose to make it more 'exclusive' for guilds.
Yes, it's a similar model to WoW there and yes, some people won't like the way it doesn't allow one character to be totally self sufficient.
But that's the point.
It's a MMO. It should ENCOURAGE social interaction at it's core as an absolute fundamental.
The current crafting system and economic model of ESO does NOT.
I hear exactly where you're coming from and I wouldn't have any issue if your suggestions were part of the game.
But I think the reason for it being open slather is to appease the singleplayer ES players. Those that prefer to play it like Skyrim or Oblivion rather than like an MMO. That's one of the reasons a lot of the traditional MMO players have issues with ESO, they are trying to cater to both polar opposite markets, which is impossible to do.
winterbornb14_ESO wrote: »Well that is kind of depressing I suppose.
No reason to craft other than to level alts or make your own potions/drink without spending money : (