S
Splup
Guest
Heya,
Crafting seems kinda broken to me. Crafters are not able to sell pretty much anything else then high end runic made stuff. Back Pre AoS when there was no insurance and armor were more simple then nowdays, there was loads of player kept vendors selling GM armors. Nowdays there's no demand for regular craftermade items.
People are using insured high end armor, and there is no use for anything else then runic made. (Well, those Very Rare good items dropped from monsters, this one needs revamping too
)
New recipes gave new items for crafters to make, but to be able to make these you need a lot of PvM to get the ingredients. The items are pretty useless compared to how much hard to get ingredients they need, and that is why you see only very few of those new items being sold.
Pendant of the magi
Scrappers compendium
Night reaper
Spell woven britches
Spell woven pants (or what was the name)
Those are the most popular ones I think, not many others are really seen on vendors.
I don't have an idea how to fix this whole mess, and that is pretty much why I made this thread, so people could throw their little ideas here and maybe those can be combined to make crafting more worth a while again.
So please, share your ideas with us.
My idea: Enhancing in trade window.
Nowdays if you want some crafter to enhance your armor/wep, you need to give it to him. After that there is no way for you to know if enhancing succeeded or not, so basically crafter can just steal the item if he wants. This basically means, you either create your own crafter, or use someone who you know well.
How it should work is that you put the item to a trade window. There you can check the trade as enhance trade, then you mark the item that is supposed to be enhanced. Now both accept the trade, crafter tries to enhance the item ---> If it succeeds, the enhanced item drops to customers backpack, and everything that was in trade window to crafters backpack. If it fails, crafter still gets the other items in trade window (Usually some gold pieces that the customer is paying for the enhancement)
Same thing with repairing items. Crafter should also be able to gain skill when enhancing/repairing (dunno if they can nowdays), even thou usually people let just legendary crafters to enhance.
Then we just might have some crafters at banks making enhancements/repairs for money.
Then there's one I borrow from one other thread:
Crafting seems kinda broken to me. Crafters are not able to sell pretty much anything else then high end runic made stuff. Back Pre AoS when there was no insurance and armor were more simple then nowdays, there was loads of player kept vendors selling GM armors. Nowdays there's no demand for regular craftermade items.
People are using insured high end armor, and there is no use for anything else then runic made. (Well, those Very Rare good items dropped from monsters, this one needs revamping too
New recipes gave new items for crafters to make, but to be able to make these you need a lot of PvM to get the ingredients. The items are pretty useless compared to how much hard to get ingredients they need, and that is why you see only very few of those new items being sold.
Pendant of the magi
Scrappers compendium
Night reaper
Spell woven britches
Spell woven pants (or what was the name)
Those are the most popular ones I think, not many others are really seen on vendors.
I don't have an idea how to fix this whole mess, and that is pretty much why I made this thread, so people could throw their little ideas here and maybe those can be combined to make crafting more worth a while again.
So please, share your ideas with us.
My idea: Enhancing in trade window.
Nowdays if you want some crafter to enhance your armor/wep, you need to give it to him. After that there is no way for you to know if enhancing succeeded or not, so basically crafter can just steal the item if he wants. This basically means, you either create your own crafter, or use someone who you know well.
How it should work is that you put the item to a trade window. There you can check the trade as enhance trade, then you mark the item that is supposed to be enhanced. Now both accept the trade, crafter tries to enhance the item ---> If it succeeds, the enhanced item drops to customers backpack, and everything that was in trade window to crafters backpack. If it fails, crafter still gets the other items in trade window (Usually some gold pieces that the customer is paying for the enhancement)
Same thing with repairing items. Crafter should also be able to gain skill when enhancing/repairing (dunno if they can nowdays), even thou usually people let just legendary crafters to enhance.
Then we just might have some crafters at banks making enhancements/repairs for money.
Then there's one I borrow from one other thread:
To be honest they should have used faction crafting instead of the chests to turn silver in.
All of the faction artifacts, potions, consumables, gems, faction stronghold runes, could have been tied back to some sort of a crafting skill.
The only problem is that it would be hard to make them character bound this way. Could probably do something so the first person that equips it gets bound to it (similar to how the Talisman's that are "owned" works).
Even then, people would start selling the faction arties on vendors and jacking up the rates (which is no different than selling silver IMO).
This one sounds good to me also, would help crafters.Crafted in a faction town that your faction controls like it used to be. Of course have silver be a required item to make it (in the same amounts as now). I'd say use normal crafting kits. Also make it so the crafter has to have the required recipe to make it and have the recipes spawn on faction monsters?