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Some changes to TS's I'd like to see...Follow

#1 Mar 12 2007 at 8:00 AM Rating: Decent
I know this has probably been beaten to death but I can't find any threads on it.

I like the trade skills but I find that a lot of them are fairly useless currently. All the "fun" ones cost crazy amounts of money.
60% of all primary skills are money sinks which I think is a problem, I have been trying to think of ideas to refresh them but it's not too easy (if it was it would have been done already).

So far all I can think of (only ideas):

  • Add a high number of specialisations, maybe like a mini talent tree for each tradeskill where you can spend your trade skill points in up to 5 areas. This should make it so if you want a certain item you'll miss out on many more to get it meaning hopefully items would be more desirable.
  • Reduce the mats cost slightly of crafted items.
  • Have more rare lower level items, maybe even with a limit to the number available on the server.


In the long run I'd love to see it more profitable to craft the mats than sell them (I understand as soon as crafting is profitable again, mats cost would increase, thus my ideas above).
It seems like the skills were designed to run in tandem but many many people only run 2 gathering proffs because of the profit factor.

Let me know what you think, I'm interested to hear others PoV's.
#2 Mar 13 2007 at 2:37 AM Rating: Good
Kelnoen wrote:
  • Add a high number of specialisations, maybe like a mini talent tree for each tradeskill where you can spend your trade skill points in up to 5 areas. This should make it so if you want a certain item you'll miss out on many more to get it meaning hopefully items would be more desirable.

  • We already have crafting specializations at high levels. Where have you been?


    Quote:
  • Reduce the mats cost slightly of crafted items.

  • Ever heard of "supply and demand"? No, I guess you haven't. Putting in price controls would cause the supply to dry up.

    Quote:
  • Have more rare lower level items, maybe even with a limit to the number available on the server.

  • Putting a limit means that only the RMTers and Botters would be making them. You would then post a request to have an unlimited number of <restricted item> as part of your "Some changes to TS's I'd like to see..." thread.


    Quote:
    In the long run I'd love to see it more profitable to craft the mats than sell them (I understand as soon as crafting is profitable again, mats cost would increase, thus my ideas above).

    While I understand your frustration at not being able to craft items profitably, you have to realize that levelling a craft means flooding the market with a great many of the same item (supply and demand, again). Because the supply of the items is huge and the demand for those items is not huge, price will always be lower than the materials (for which the demand really is huge).


    Quote:
    It seems like the skills were designed to run in tandem but many many people only run 2 gathering proffs because of the profit factor.

    You have to understand the underlying reasoning behind why gathering professions are more profitable than crafting professions. This is not to say that crafting professions are not profitable. I had a tailor once that made some things that could be sold to a vendor at a small profit (a few coppers - maybe even a silver or two, but the mats were free as long as they were self-farmed, and the thread was the only expense). Profit? Yes. Would I have gotten rich with this? Never.

    Instead of selling to a vendor, I tried the AH. I sold one or two, and the rest had to be re-auctioned with the additional bite of the auction house fee. Eventually all sold, but I think that the AH fee really meant that I only made a little more profit than vendor-selling the items. Yes, there was a profit.

    Then I started selling the cloth instead of the crafted items. WHAM! Everything sold, nothing came back, and I made a bigger profit than any I'd seen. Why, because there are tailors out there trying to level their profession and killing humaoids for cloth drops takes time. There are also people out there trying to level their first aid skill. Two professions, each of which meeds the same materials = double the demand. More demand = higher prices.
    #3 Mar 13 2007 at 7:43 AM Rating: Decent
    ohmikeghod the Venerable wrote:
    Too long to quote...


    Cheers for the comments ohmikegod.

    I know there are specialisations, I'm more talking a tree than a choice of 2/3 routes (eg, leatherworkers could specialise in 2 areas at 100, then another choice at 225/300).
    I do understand the economics of why mats go for 10 times the crafted items at lower levels but it's still frustrating somewhat.

    I guess the problem is that all the mats sold are going to a trade skill eventually (is there anything else to do with the mats?) which is being useb to speed level (crafting/vendoring many of the same items).
    It's also a shame that it makes the first 80% of trade skills pretty useless as you can't make many BoP items and you can normally find items on the AH for less than you could sell the mats for.

    What about if using a crafter item for say 1 level gained you 5 levels on your trade skill?

    #4 Mar 14 2007 at 7:23 AM Rating: Good
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    490 posts
    I heard that Blizz was planning on 'reviewing' all the tradeskills in the future. How far in the future, and how long it will take, who knows - but I'm hoping it will result in some interesting changes. Especially if armorsmiths could make self-only plate with Int or +heal (my pet peeve since I found out about the existing armorsmith recipes last week)...


    #5 Mar 14 2007 at 8:52 AM Rating: Decent
    Here are the changes that I would make to the crafting system:

    First, throw away all thought about making crafting profitable. Instead of making sellable items which will never be profitable due to volume, make the crafting skill useful instead.

    First of all, tie crafting to character level, like weapon skill. Give 5 points in crafting for each level. Like gaining spells, have the crafter visit the trainer every other level for new recipes. Then, make the recipes only create BoP items - and make them good enough items that they are better than 70% of the drops of the same level, and none of the quest/PvP rewards. That still gives an incentive to quest/PvP, while providing better items than you would normally get from drops.

    Special recipes could still be obtained from reputation. Include recipes from all factions where reputation can be obtained. Yes, even Bloodsail pirates, Gelkis/Magram Centaurs, Booty Bay, Steamwheedle cartel, Gadgetzan, and of course, the capitol cities for each faction. Make reputation really useful.

    You could also make the crafts useful by adding repair skills. Tailors could repair cloth items, Leatherworkers could repair leather and mail, and Blacksmiths could repair mail and plate. There would still be the repair guys in towns, but they would be used less.

    You could even add in specialization trees (like the talent trees), because the needs of one crafter would not be the same as another. A rogue would want to make different leather items than a druid, and a warrior would want different jewelry items than a priest, for example.

    Exceptions to this would be consumables, enchantments, and socketed gems.

    No, you wouldn't make money by crafting, but you'd end up with great items that no one but a crafter could create.

    Also, add in quests to get to the next level of crafting, to get the Journeyman (L10), Expert (L20), Artisan (L35), and Master (L50) levels.

    These changes would redefine the WoW economy. Gatherers would not make money any more, except for the mats needed for Alchemy, Enchanting, and Gem cutting. This is due to the fact that the only mats required for most crafters would be for single items that they would make for themselves. Money from BoE drops would become more important.

    Edited, Mar 14th 2007 10:24am by ohmikeghod
    #6 Mar 14 2007 at 1:02 PM Rating: Decent
    You'd normally level a gathering skill for profit.
    #7 Mar 15 2007 at 6:31 AM Rating: Decent
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    228 posts
    ohmikeghod

    I dont think he is talking about the actual cost to buy mats, but the amount of actual mats used for a certain recipe.

    And I agree 100%, certain enchants, for example, are insane with mats. Not to mention with TBC in effect old enchants are WAY to expensive(mat wise) compared to a new more powerful versions. A total review of this has to occur.

    For example

    Enchant Bracer - Mana Regeneration
    Mana Regen 4 per 5 sec.
    Enchanting (290)
    16x Illusion Dust, 4x Greater Eternal Essence, 2x Essence of Water


    VS

    Enchant Bracer - Restore Mana Prime
    6 Mana per 5 Sec.
    Enchanting (335)
    8x Greater Planar Essence



    #8 Mar 15 2007 at 6:41 AM Rating: Decent
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    1,419 posts
    But, if BoE items are worse than craftable items on the scale you suggested, then everyone and their dogs would pick up crafting. Whether the prices on BoE items would drop to the ******* or not would all depend on how many wouldn't craft, and how many drops there would be. There would also be the issue of having tons less sell at the AH, and along with it, the greatest abbility to reduce inflation in WoW.

    The leveling idea(like weaponskill) would be different for sure, but I'd hate not being able to craft things above my level. ATM, I like to keep my smithy above my level and bank the things I think I'll use later. Also, it would be kinda stupid to have the artisan, expert, etc, levels of smithy since you're already limited to only gaining 5 lvls per character level, but making it questable might not be so bad. Still, taking away paid for ranks from all the professions is yet another money sink gone = higher inflation.

    The same would happen with repairs. No money sink = higher inflation. It also wouldn't be fair that crafters could just keep going and going even after multiple deaths by repairing themselves while everyone else would need to go back to town.

    The two ideas I like alot though are the reputation one for getting recipes(which could mean different recipes for different classes), and the spec. trees. Both of these implemented with the current WoW market could actually give some lucky crafters profit by creating more niche markets. Also, it would be super fun if whole sets would be given to anyone who has both the proper spec. tree, has done certain quests, AND grinded enough honor in certain places. I don't just mean making it alot more work for crafters, but making us work towards certain goals would be alot more fun, and give us increased purpose.
    #9 Mar 15 2007 at 7:25 AM Rating: Good
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    490 posts
    baveux wrote:
    But, if BoE items are worse than craftable items on the scale you suggested, then everyone and their dogs would pick up crafting. Whether the prices on BoE items would drop to the sh*tter or not would all depend on how many wouldn't craft, and how many drops there would be. There would also be the issue of having tons less sell at the AH, and along with it, the greatest abbility to reduce inflation in WoW.


    Have you seen the AH lately? Outland drops so many greens that would have been fabulous pre-TBC, now everyone vendors them because they don't sell. I have had about 3 out of 30 greens actually sell on the AH, and those were underpriced.

    Quote:

    The same would happen with repairs. No money sink = higher inflation. It also wouldn't be fair that crafters could just keep going and going even after multiple deaths by repairing themselves while everyone else would need to go back to town.

    Not if the repair required fairly expensive reagents or mats that you buy from a vendor...and I think that this would encourage people to go into trades that make sense for their class.

    I'd like to see more sense in the specialization as well. I wish that as an Armorsmith I had more choice in the type of armor I could make (i.e. tanking vs. dps etc) like leatherworking does. I know Armorsmithing is a spec of blacksmithing, but I wouldn't mind not being able to make high level weapons at all (which I can right now), if I could make armor that I, a holy pally, can use, instead of BoP warrior gear.

    And I kind of like rep grinds when they result in good recipes, so I like the rep idea. TBC has a lot of new rep grinds, but you have to check out which ones have recipes for your trade. I've found a few factions with no smithing recipes at all!
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