Hello All,
I wanted to start this discussion to get gamers impressions of crafting as a whole and its place in the game and as part of the economy. To be clear I want to define what crafting is in my context and I hope folks understand and can agree to talk to those elements of crafting I define.
Crafting is Blacksmithing, Clothing, Woodworking, Provisioning, Enchanting, and becoming an alchemist. The following are the activities that are seen as part of the crafting experience:
- Creating items
- Deconstructing items
- Researching items
- Upgrading items
- Creating armor for yourself
- Selling items you have created to others
- Gathering resources/items/motifs
So with that said here are some of my thoughts and please bare in mind that my experience is focused on provisioning, clothing and woodworking. I have not tried the other profession in any real detail and I would love to get other thoughts as well.
As I went into this game, I was really excited about a crafting system that appeared to provide real value to the game, it felt different, useful and initially to me interesting. That feeling remained the same for the first month or so for me but as i started to level in the game I did start to find the experience to be a bit to simplistic in nature (lots of time syncs such as researching) and really lacked the depth that I crave in a crafting system (I like the idea of resources/items/ingredients etc having a quality aspect that impacts the quality of the item created as an example).
That aside I can get over that if I feel like there are ways to effectively engage in the economy and create items that people actually want. However as rimw went on I would create items, offer them up in chat, post them on trade guild stores I'm part of but kept finding little demand for items lower than blue level trait sets. The issue is that making full set of armor is not a low time/cost effort for the most part when you think about the amount of upgrade items, where you need to travel and the resources you need. If you simply look at the cost of acquiring the green/blue upgrade mats and the resources. A set can cost in excess of 7000g (Hennings 14*50 = 700g Embro = 21*300g = 6,300 resources= 800g) So I have to sell each piece at 1000g to make a profit. Yes i can get some of these myself form deconstructing for free but the reality is that it takes alot of time to a mass the above and the point is the reward is very small.
OK So what your point Rammi? Well I never sold that trait armor and the many others i have created and they are still sitting in the bank or got deconstructed. I'm simply not seeing any demand for crafted items I'm creating unless i give it away at prices that people will pay to deconstruct it for the RNG chance of getting a an upgrade mat.
What I actually see happen is players who are crafting, primarily craft for themselves. Others who do not care for crafting are finding gear that meets their needs through drops and may use someone for upgrading there items.
So I'm left with a system that feels rather simple to do, appears to not feel very needed and really only adds value for players by offering upgrade services or by crafters creating gear as for themselves.
Am i well off here? what do others thing? and is the above a bad thing?
I personally was hoping for more but perhaps my expectations were to high!
Edited by Rammi on June 9, 2014 8:28PM The Champion System should have rewarded Champion Points based off of achievements and feats earned through excelling at end game content not grinding your life away vs mobs in order to stay competitive. This system is uncreative and is a great example of extremely lazy system design. Yes, you should be embarrassed