Poster: Cybele at 6/27/2006 5:21:27 AM PDT Subject: Why isn't crafting a viable alternative? |
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Why isn't crafting a viable alternative to raiding? I'm not saying crafted gear should be better than raid gear, but why can't crafted items be almost as good as raid equipment?
I think what could appease so-called casual gamers is to add plenty of epic equipment that can be acquired through trade skills. The stuff doesn't have to be easy to get. Just make the components for the items take a while to acquire.
As it stands now the crafting system for most trade professions is terrible. I've had 300 tailoring for over a year, and I still haven't really used any armor from crafting because most of it stinks. I can't even really make useful stuff for lower level people.
Other than a few trade skills, for the most part crafting in this game is nearly useless.[ post edited by Cybele ]
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Poster: Tseric at 6/27/2006 10:03:32 AM PDT Subject: Re: Why isn't crafting a viable alternative? |
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I think the simplest explanation for this matter is that we prefer to have players gain advancement and loot through monster killing as a primary source. Having a crafting system that serves as primary source for advancement can draw focus and value away from dungeon loot. While this is interesting in a player-generated, economical sense, it doesn't really play to the strengths of this game. We are interested in having people travelling and adventuring in the world, and loot provides this incentive.
Even if there was no raiding in the game, you would still have this distinction between loot through kills or crafting.
http://weallneedtherapy.ytmnd.com/
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