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Dev Discussion #30 - Crafting

LieutenantToastLieutenantToast Moderator, Staff
edited June 15 in General Discussion

Glorious Ashes community - it's time for another Dev Discussion! Dev Discussion topics are kind of like a "reverse Q&A" - rather than you asking us questions about Ashes of Creation, we want to ask YOU what your thoughts are.

Our design team has compiled a list of burning questions we'd love to get your feedback on regarding gameplay, your past MMO experiences, and more. Join in on the Dev Discussion and share what makes gaming special to you!

Dev Discussion #30 - Crafting
What are some examples of crafting systems and mechanics you’ve enjoyed from other games, and why? What percentage of your time do you typically find yourself engaged in crafting activities in an MMO?

Keep an eye out for our next Dev Discussion topic regarding environments!

Greetings again, glorious adventurers and crafters - thank you all so much for stopping by to share your detailed thoughts in this thread! After taking the time to go through your many comments for our team, check out some of the top feedback you shared with us below:
  • Those who dedicated most or all of their time to crafting strongly agreed that they should be able to supplant adventuring entirely with crafting
  • Many shared that crafting systems that required interdependency between different characters to master different paths fostered stronger player interaction
  • Others highlighted that crafted gear being the most desirable at all levels helps keep crafting relevant in the long run
  • A few provided their thoughts on why RNG or time gating in crafting systems led to more frustration than fun

Plus, we enjoyed this quote that it looks like many of you agreed with!
Lethality wrote: »
Please create a crafting system for players that love crafting - not for players that hate crafting! :)
...please try to elevate crafting from something players “also do” in MMOs, to something players can do “instead of” combat.


  • George BlackGeorge Black Member, Intrepid Pack
    edited May 14
    My fav crafting system was from L2.
    In every other game crafting felt unimportant after a while, since a single character could quickly master all gathering/crafting paths. This led to 0 player interaction. In addition, endgame gear was only from raid drops and crafting went out the window.

    In L2, the Artisan class would read a ton of designs to process raw material into crafting material and then create items.

    The scavenger class would find raw material from dead mobs. This meant you had to kill LOTS of stuff to get your material.

    I like how modern mmos have more realistic crafting and gathering paths, like cooking in a kitchen or chopping wood in the forests. However, I only focus on crafting to get the wealth or items I need to equip my fighter for the next tear of levels.
    Personally I would like the option to find extra materials from PvE combat, like the Scavenger from L2, since I prefer to simulate an adventurer instead of a farmer in a video game.

    Crafting and gathering are important for the economy, and should be precious. Not just minigames for ppl that want to RP a medieval chef.

    More gravity less flash. Crafting a piece of gear should take a lot of time to gather all the materials. A simple click for the actual craft would do it.
    Having nice visuals to produce 10000 mediocre swords and then selling them as low as possible to undercut the other 50.000 ppl on the server is pointless.
  • LethalityLethality Member, Braver of Worlds, Alpha One
    First off, my standard plea to all MMO developers:

    Please create a crafting system for players that love crafting - not for players that hate crafting! :)

    And by that I mean, all too often we see complaints from players about “tedium” or “grind” or “inconvenience” surrounding some of the typical actions involved in crafting. Maybe it’s inventory management, or the time it takes to craft something.

    I’m here to suggest those things are ok. They’re ok because those who intend to pursue crafting as a primary gameplay style do not view those tasks as tedium… those tasks *are* our gameplay. It’s what defines us as dedicated crafters, so sanding off the rough edges just so non-crafters can enjoy it more is, in my opinion, not the way to go!

    Backing up a step… ideally, if a player doesn’t like to do something, they shouldn’t feel compelled to have to do it. That means the system should also not “force” Joe Combat to feel like he *has to craft*. There should be a design that fosters the idea of interdependence between players. And part of that design means it’s ok that there are things in there that make it unappealing to non-crafters.

    As an example… I, as an advanced crafter, would not be able to face some of the foes that Joe Combat can, nor should he be able to craft the Axe he needs to face them. There should be opportunity cost and tradeoffs with choosing to go down such a dedicated path.

    So this is me begging… :) please try to elevate crafting from something players “also do” in MMOs, to something players can do “instead of” combat.

    Reading this back, I realize this comes off more as a manifesto than feedback :) I don’t mean to disparage any play styles or player types… it’s just been *so long* since a virtual world game had anything aside from a combat play style and progression path as s first-class citizen, I can’t help but put hope into Ashes of Creation!
    World Class Indoorsman
  • StretchStretch Member, Alpha One, Adventurer
    edited May 13
    Crafting systems can be hard for MMO’s to do right. It also feels like a lot of them do it to tick a box rather than it being something that is part of character identity. If we take Armour crafting examples from most MMO’s, its more so about unlocking appearances for transmog than using it to actually making gear you need and will be useful.

    The quote on the wiki by Jeffery Bard pretty much sums up what I want crafting to be:
    Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc. – Jeffrey Bard
    This is what a lot of MMO’s miss out on: Purpose.

    If I’m struggling with mobs that deal a certain type of damage, I want to seek out Alchemists to see if they have a potion that may help.
    If I find a nice armour piece in the world, it would be cool to seek out a blacksmith to see if he can improve it in some way.
    If my guild is heading into a naval battle, making sure we have a Ship Builder on each ship in case we get damaged (not sure how that will work yet though, if everyone can repair or only some)

    I could go on with the rest but that’s the general idea. Purpose. Not just a crafting profession you just pick and never use.

    As for RNG in crafting systems:
    I sort of like crafting systems to where if I’m crafting a green item, there is some chance for it to get automatically upgraded to a blue or higher item (maybe based on proficiency vs grade/item level you are crafting?) but after playing games that have awful RNG sinks *cough* Archeage Unchained *cough* the less RNG the better in some systems the better.

    But those are just a few thoughts on what I like seeing in Crafting systems. There is more information on the wiki and from previous interviews, it already looks like its going to be a great system! I can’t wait to help test it!

  • RabbitRabbit Member, Braver of Worlds, Alpha One
    It completely depends on how important Crafting is. If the best gear comes directly from rewards such as Boss Mobs, Dungeons, Raids, etc. then swinging a sword is infinitely more important.
  • OritasOritas Member, Alpha One, Adventurer
    Personally, I really liked the crafting system from FF14. Not the permanent minigame but the crafting up to the engame is purely relevant. I also like it very much how the professions intertwine. A system like WoW, which craft is only relevant for the first patch and then becomes completely obsolete, is totally useless in my opinion
  • DJPenguinDJPenguin Member, Alpha One
    edited May 13
    Not sure how well it would translate but I've been itching for a crafting system similar to SWG since.. well, SWG. I loved how even a single menial thing could be so drastically different in quality from one another.
  • MikasaMikasa Member, Leader of Men, Alpha One
  • KarthosKarthos Member, Braver of Worlds
    edited May 13
    Admittedly, I'm not a huge crafter, but I really enjoy crafting mechanics that have depth for those who desire that, but still have accessibility to the general player.

    I've always thought Specializing is a great feature in crafting. Albion Online had an interesting concept where you could specialize in something, say Leather Armor, and then you could further specialize in Leather Chest pieces. The more you specialize, the better quality item you were able to make.

    You could still make Leather Chest armor without specializing, but it won't be as fancy and be of less quality.

    I don't have enough experience with it to know how this impacted the economy overall, but it did seem to create a need for a variety of crafters, which I feel is always good.
  • RLTygurrRLTygurr Member
    The most involved I feel is when systems overlap. If I need specific crafting materials from dungeon/raid/PvP content in order to reach higher levels in my crafting discipline, it encourages me to replay content I may have already finished. Or have harder difficulties of dungeons drop higher amounts of rare materials needed for crafting of a certain level.

    There's a limit to it, though. The last thing you want is having the only way to progress in crafting be locked behind excessive grind-fests, unless that's at the very highest level of crafting disciplines. You want the top-tier crafting to be difficult to do because that alone produces a scarcity of those top-tier items. Making it too easy for everyone to max out their crafting discipline means that those top-tier items aren't really that special.
  • White WolfWhite Wolf Member
    edited May 14
    ESO(Elder Scrolls Online) crafting system is nice, please take some ideas from them. It can be a bit confusing for new players, but the veteran players love it!

    Please don't put RNG into crafting, it just discourages and upsets nearly everyone I've known. Also please make crafting useful. By that I mean don't follow WoW, where every crafted item has random stats and is replaced easily and crafting becomes completely useless because all you can create is trash. WORST. SYSTEM. EVER.
  • botbot Member
    As a person who primarily enjoys PvP in MMORPGs, I'm ok with a crafting system that allows for versatility and progress. The main issues I have with crafting in games is rng breaking mechanics that discourage me from crafting entirely, 'sets' with specific stats or effects that can't be altered even if you progress the item, and the reliance on cash shop items to enhance to reduce rng of progression (which I hope Ashes has none of given the promise of no p2w).

    Anytime an item can break during crafting I'd rather just avoid crafting altogether and buy the item. Which I'd prefer to do regardless, but it just makes the market frustrating as the supply will be low while demand remains the same.

    A lot of MMORPGs have certain sets for items and it's frustrating when they can't be changed. I'd prefer to have some sort of item that lets you swap the item's set type or having the ability to choose a new set type when the item is upgraded. This allows you to invest in your gear without worrying about wasting time/effort/gold by trying out a certain build or if buffs/nerfs happen that make your set less efficient.

    Any type of rng in crafting in general is annoying and shouldn't be in the game. Keep it straightforward with a clear end result instead of who has the best luck. These systems only exist in MMORPGs to promote buying enhancing bonus cash shop p2w items that ruin games.
  • MykahMaelstromMykahMaelstrom Member, Alpha One, Adventurer
    edited May 13
    Personally i would say the top example of crafting ive enjoyed is FF14.

    FF14 had a great system of having unique minigames for different crafts which i feel greatly elevates crafting in general as it adds a level of talent and skill to the crafting systems. one big of the biggest problems with crafting in MMOs is they all tend to be something where you collect resources then hit craft and that's it. these crafting systems are less engaging and get tedious very quickly and on top of that there's not a lot to differentiate between crafts.

    for example if blacksmithing if is just collect metal > press button to smelt >press button to make sword
    and alchemy is just collect plants > select button to make potion

    it creates a system where the craft itself doesn't matter only the end result does.
    adding a skill based element that can influence the outcome makes for a much more interesting system
    fail too many times in blacksmithing? you get a lower grade version of the weapon you where making.
    put all the right ingredients into the pot in the right order with the right timings? (see orbus VR for this one)
    you get a stronger more potent potion.

    the main thing to steer away from is RNG based crafting systems. RNG is acceptable for gathering but IMO crafting should be more about working hard to make something and not just chancing into it.

    the other thing that's very important is making crafting useful to and at all levels AND have long term usefulness. lets say someone spends a large amount of time becoming a master blacksmith. he makes gear for himself all his friends and all his guildies. now that everyone's geared up what's left for the blacksmith to do? by comparison a cook makes food items for buffs but then since they get eaten more will be needed so the cook always has something to do.

    one way to fix this would be ESOs master writ system where you can get quests to craft high quality gear that then gets you rewards. in this game it could even feed into the node system having crafting quests where if players craft X amount of X items they can turn those in to contribute exp to a node

    also side note: ESO is getting mentioned a lot. it has some cool systems in allowing crafters to use different materials to provide different stats to that same piece of equipment. this system is really cool although having to huge chunks wait real world time to research traits can get really annoying
  • ZemauZemau Member
    For example, on ESO, I’ve put a lot of work on becoming a master crafter, but it felt really awkward having to wait a month for final traits, it depended more on time other than skill or hard work, another thing I didn’t really like is that you could be a master in every profession. I would really like to see some engaging crafting system on ashes, that rewarded you for the hard work and not only time expended, and you had to choose one or two professions to master, it would add to interactions with other players. Another thing i would like to see is some good crafted endgame gear, not really BiS but a good enough alternative. Thank you for asking our feedback and hearing the community’s opinions.

  • HitPlayYTHitPlayYT Member
    edited May 13
    Personally I like when the materials to craft are varied and some professions are safe for example farming and others are slightly more dangerous like perhaps mining/fishing (dependant on where fishing is enabled might be in a PvP area for more rare materials/fish).

    Allows people to choose how they want to play and how safe they want to be doing it, the issue that comes with that is the balancing of it.

    Crafting I like either you can have your own housing to do crafting if you purchase the right crafting bench for it or a town centre (or perhaps if it's something not that skilled you can do it anywhere, like making a bandage or a basic wooden arrow).

    I do also like when you can specialise in areas of crafting, also boosts the economy as people actually rely on specialists for some things rather than everyone can make everything eventually.

    In terms of how much time I spend crafting it really depends per game but usually if it's a money maker then quite a bit, very much a PvP focused player and for that I will need to craft goodies to sell so that I can keep the gear nice and fresh!

    Final thoughts on crafting is something I don't like, New World Preview did this and it made no sense, took about 15/20 seconds to mine iron, but only a second to smelt a full stack and then another second to craft like 10 swords.... really weird design on that part but there we go. As long as it doesn't do that I will like it 😅
  • XuriXuri Member, Alpha One, Adventurer
    The crafting systems that have always resonated best with me were those that were supported by the world that they are in. You can't have a successful crafting system if that big scary dragon is rewarding people with already made weapons and armor. Instead, you need to have that dragon drop a component or two in order to create the equally big scary weapons/armor.
  • Faeye LinnFaeye Linn Member, Alpha One, Adventurer
    edited May 13
    Crafting is easily one of the most in-depth, complicated, and underrated portions of play in an MMORPG. I consider myself to be a carebear, but I'm a carebear with teeth. Long teeth. And a temper.

    To give you an idea of the kind of player I am, I spend, in most MMORPGs, an average of about 85% of my time crafting, preparing to craft, or selling items. In World of Warcraft I will level dozens of characters so that I can craft anything in the game. In Final Fantasy XIV I am a theorycrafter who not only has the ability to craft anything, I also take custom stats from the community and design crafting rotations that guarantee that they have a high quality result from their craft.

    I also mentioned that I have teeth and a temper. In one (less popular) game, I spend approximately 98% of my time on production. I was offered a bounty by another player to attack someone, and I scoffed at the insignificant size of the bounty offered. Because of this, the offerer (20 levels higher than I am) attacked me. He lost. In my temper, I decided to attack him, and I took the maximum possible punishment option, which hospitalized his character (preventing any gameplay) for three and a half hours, with only the option of investing a large amount of in-game currency to get himself back on his feet early, and only if he already had the relevant items on his person.

    Now that you know me, let me say that I have always been disappointed with some aspect of crafting in every game I've played. I don't like the lack of challenge in WoW. Simply gathering items and then clicking 'Craft All' isn't engaging play, despite the fact that I do it. Having a minigame isn't the option either, as FFXIV chose, because very quickly the minigame becomes old, especially when you can guarantee that you get the best results in every situation and all items are identical.

    What I'm looking for in crafting is all of the love and attention that's put into a dungeon or a raid of the highest quality. I want there to be challenges and hurdles. I want there to be preparation required. I want there to be variances. I love this idea:
    "That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions." - Jeffrey Bard, Live Stream on 4 June 2018, Timestamp 35:11

    One thing that I really don't like about crafting in the games I've played is that production is divorced from progression. I do not want a system where I can be a top-level crafter just by reaching level 35 and grinding out recipes. I want to have to discover techniques by finding the secret alchemist's lab at the end of a dungeon and riffling through his notes. I want to have to have enough skill in alchemy to understand the notes before I can learn how the recipes work. I want it to be difficult to find, and I want to be challenged in PvE combat if I'm caught, or for it to require me to have enough stealth to avoid the alchemist herself.

    One of the things that I enjoy the most about crafting is the ability to produce an unique item that few, if any, other players are able to produce. I enjoy being at the cutting edge of the production scene and being able to sell the first ever Mithril Scale Mail of Healing Power. This kind of competitive progression makes the game more fun, and I love being able to specialize. Perhaps with enough progression in the religion branch of gameplay I'll be able to produce Mithril Scale Mail of Healing Might, an upgraded version of the Healing Power production that gives 10%-15% more healing ability to the player I sell it to than the Healing Power item would have given.

    Another thing that I really like is having crafting exclusivity. In the original version of World of Warcraft many crafters had to choose to give up an entire branch of their discipline, or more, in order to specialize in another branch. Leatherworkers had to choose Dragonscale, Elemental, or Tribal leatherworking. Blacksmiths had to choose either Armour or Weapon smithing specializations. This led to making meaningful choices about how your character would progress in crafting and being able to produce some of the best specialized gear at the cost of not being able to produce other gear.

    I like the idea, as well, of having crafting provide a player with some minimal bonuses in non-crafting situations. Obviously having the bonuses be too large would lead to players feeling as if they're being forced to increase their artisan levels. Perhaps a bonus for pearl divers could be, as the time spent underwater may have increased the lung capacity, that they're able to spend a very slightly longer time underwater before being required to surface for air, say a graduated scale between 0% and 5%, depending on the level of mastery of that profession.

    One thing that I really like about the way that crafting works in some games is that you can vary your inputs in order to get different results on the same item, not just different forms of horizontal progression modifying your product. Perhaps you could use a different material with a more flexible nature to provide your intended client with more range of motion, reducing the penalty to dexterity slightly from wearing Heavy Fortified Plate of Blade Turning.

    Finally, I would like to thank you for opening up this discussion for us, and I look forward to the many other ideas that may be presented here.
  • OezaxsOezaxs Member, Alpha One, Adventurer
    edited May 13
    I love the GW2 crafting system but I have one massive issue that I can only plea to not implement. Please do not restrict higher tier crafting recipes to 1 per day. That time gate is one thing I hate more than anything else in a crafting system. If I have the materials and know the recipe then I shouldn't be time gated.
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  • MoxysMoxys Member
    Will we have to equip gather tools such as picks or axes?
  • SargariusSargarius Member, Alpha One, Adventurer
    Star Wars Galaxies Pre-CU had bar none the most rewarding, Fun and engaging crafting system in the history of MMOs. It was so beloved by the crafting community that I had a guildmate who NEVER left his house again after hitting master armorsmith because he loved it so much.

    Even met a shut in Wookie who I would drop materials off to and he would happily craft away his day
  • TanjiTanji Member, Alpha One, Adventurer
    I enjoyed ESO's crafting system.
  • digitalwinddigitalwind Member, Intrepid Pack
    edited May 13
    I liked how in SWTOR I could send my companions out on timed missions to collect (most) crafting resources for me. It freed me up for more important tasks.
  • LethalityLethality Member, Braver of Worlds, Alpha One
    One of the greatest aspects of Star Wars Galaxies was the resource hunt.

    Once in a while, the server would spawn (for example) some truly rare ore. If you were lucky enough to be able to mine it, it felt like winning Super Bowl!

    But being able to mine it was not enough - that resource also had to be put in the hands of a master crafter to be of the best possible use.

    This led to crafters becoming known for being able to make items that were only possible *once in a while* when all of the stars aligned. Knowledge, resources, skills, etc!

    But beyond even that - resources had properties! If a recipe called for metal, you could use any type of metal (copper, iron, alloys like steel, etc) but you might choose a particular metal for the properties it held. For example, copper might have higher conductivity.

    In this way, resources were never “out leveled”… copper wasn’t the “starter ore” because it had properties you might always want in something you’re building (and iron might be a better choice for something else). Not because it’s just “better” in a vertical sense. But better for the application at hand.

    So I would love to see resources in Ashes of Creation have an extra layer of depth… not just rarity, but also properties of their own and of course the flexibility for resources to be used interchangeably where it makes sense, with the choice of which to use determined by the knowledge, skill, equipment and need of the crafter!

    World Class Indoorsman
  • RamirezRamirez Member
    edited May 13
    To do a right a crafting system , you need to look to sandbox like mo2, Eve, albion, this are games that if you can you can just gather and craft and you Will be so or more relevant that people doing pvp or pve
  • I really love crafting in games. Right now the MMO I craft most in is ESO (Elder Scrolls Online). I live for being able to craft furnishings

    When it comes to provisioning/ cooking, I personally like the more creative mechanics. Finding all the ingredients and making different dishes. Like to make a dish of eggs, ham and toast you have to have eggs, ham and bread ingredients. For me, I love making things from their base. so in that example, I'd ever have a chicken coop or buy eggs from merchant, have pigs or buy the meat, and make the flour then bake the bread.

    I don't care too much about armor stats, I just love fashioning. Which is why I enjoy being able to have a custom outfit from armor already within the game and having the actual set for stats being hidden. I mention this because in ESO you can make quite a bit of armor, and there are motifs (designs of the armor) that you can find or buy.

    I'm really big on fashion, housing and crafting. And I'm more of the "more hands on the better" camp.
  • NagashNagash Member, Leader of Men, Alpha One
    One of my favourite crafting systems was form fallen earth, you could make pretty much anything in that game

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • WrennardxWrennardx Member
    Player Power Vs. No Player Power

    I'm curious how much (if any) of a characters personal power is going to be tied to crafting. Games have handled this differently over time.

    1.) Some games have made character specific power: in Wow jewel crafters could create and use special gems at point,

    2.) Others haven't tied any real power to professions: DAoC had no specifics tied to a character, everyone could use the same stuff and the crafting was strictly an economic difference.

    I think they both work, but I really, REALLY dig when some portion of power is tied to your characters' crafting/gathering/processing skill. It encourages each player to branch out and experience new and different aspects of the game, this tends to lead to players become more well-rounded. However, making them too powerful tends to make certain professions becoming "Mandatory" and tends to take away from those players who do just want to craft, it's also usually pretty brutal to balance.

    Personally, I don't mind some minor player power tied to some cool aesthetic stuff like titles or labeled armor. I'm hoping there are some unique abilities that are useable by crafters in different parts of the game, fleshing out a crafting system and making it part of the world and not something that you do from your guild house 100% solo is highly preferable.
  • Zalen GalethZalen Galeth Member
    edited May 14
    Crafting must have purpose. How I long for the games where combatants would commission armor from crafters who would then spend weeks working for create masterpiece sets of armor then work to imbue it with the stats requested by the purchaser. This gave crafting purpose and allowed those of us who want crafting to be our game play, to have a play style that we enjoy.
    If we are to truly build a world, that must rest on crafters and the protection of them should come from the combatants.

    Crafting should not be something that can ever be grinded out in a short period of time. to be a true artisan of ones craft, it takes time and dedication. Its a struggle to get to the reward. Some may start down this path and never finish.

    I truly hope that you never cater to the lazy in creating the crafting system, but rather reward those of us who will put in the long hours and effort.

    As an example of crafting systems from an older game, the early days of Dark Age of Camelot. Crafting took forever. Quality of the piece played a role. People would pay and enormous sum just to get a masterpiece item as it could be imbued with more stats and had a better 'chance' of a successful over imbue. This process required 2 different crafters at a minimum and had huge risk involved that always was reflected in price. Crafters were valued in game and it wasn't just something everyone did.

    People had crafting and mercantile empires and that's how they played their game, they crafted. the best gear in the game came from them. as such they were kept busy all the time.

  • PoufPouf Member
    I do not have lots of experience playing MMO games. But what I enjoyed most was when I had to farm resources for DAYS and spent lots of time finding rare materials just to be able to get a blueprint for weapons/gear. The reason this was fun is that people start looking for those crafters that unlocked this blue/print and supply them with the materials and those crafters will go craft that weapon and give it to the player. I know this was based on trust that the crafter will give that weapon, but there could be a system in place that prevents the crafter from stealing the weapon after crafting. This might be a wild idea but I really enjoyed the interactions with the players that wanted the weapons, it was very rewarding and words spread about you quickly among players as the person that can craft cool gear/weapons.
  • SathragoSathrago Member
    I highly recommend looking up the Mortal Online Crafting system, they are porting most of it over to MO2 atm, but that thing was probably my favorite of all crafting I have ever experienced. You could dedicate an entire character to purely crafting, and if you did that your character would gain a real reputation among the players since very few other players would decide to specialize so heavily into crafting. I am not expecting a character to brick itself purely to craft, but perhaps some element of long term commitment should be introduced so that those who do work hard at it will be known for their powerful crafts and unique choice of craft specialization.

    Now since this game seems to want to let you do both adventuring and crafting in a single character unlike MO1, I would just like the ability to choose between crafting and adventuring. How about streamlining the crafting system in a way that it's easy to take requests from trade chat in a city or when you trade someone at the crafting table?

    One tried and true method of leveling crafting and making some coin was to offer your list of crafting recipes, and offer to craft items with the customer's mats for free with tips appreciated. Streamlining this and perhaps other ways of selling services would go a long way towards revolutionizing the mmo crafting scene.
  • hellenehellene Member, Braver of Worlds, Alpha One
    The main thing I would hope for is that crafting would not become obsolete further into the game. It would still have a purpose and value once people are more geared at max level.

    As far as crafting style, I might be in the minority, but I liked eq2's crafting where you could buff your crafting to get better results via some craft specific spells, and that failures could also happen.

    And for time spent, I don't think it should take all day to craft something, but maybe a longer time for more difficult or valuable items.
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