
Valandur |
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Hmmm. The crafting process does sound overly complex though I do agree with much of it. The longer the chain of events required to make an object, the more there is that can go wrong. Additionally, what if I want to do everything myself? Will I have to multiclass?
I know and agree that working with others to create a chain of supply and refinement should be the quickest and best way to craft items. But, will it be the ONLY way? How does a 300 skill crafter make a 300 quality item if there are no other 300 quality resources, miners and refiners about. Will there be a (long, drawn out) process that lets a crafter use their full skill? Or is it a case of you may never construct a 300 item unless every resource and step is also 300 skill or quality?Will this also mean that the best quality items won't appear in the game for two years because no one will be 20th level until then? Or will there be some way to organise groups of people together to create a better result than any one could on their own? Such a mechanism could also be used in rituals- a group of casters in a besieged city trying to cast a meteor swarm spell before the invading army breaks through and kills them all?
Yep, it does sound overly complex, I love that :D
As far as wanting level 300 mats, I expect them to be very rare, even 2+ years post release. So I would say sure you can do it all yourself and yes it would require you skilling up in multiple skill trees. To me that's not a bad thing though, I'll be skilling up several trees anyway.
I'm not sure about using material lower then level 300 to create a level 300 item. My initial feeling would be that all the components would have to be level 300, but I could be wrong.
Lyndon Hardy <sp?> wrote a book called Master of the Five Magics in which magic items required a bunch of people performing very complex rituals to create even the simplest of magic items. Your post brought that book to mind. At this point I doubt they have given it much thought, but it would be really cool if there were a way for several refiners to combine their skills and re-refine a material in an attempt to raise the quality level. Perhaps this could be done with a chance of getting a higher level material, or if the roll fails a chance of returning the same, or lower quality level material, or a chance of the material being totally consumed? Sort of a "take your chances" type operation? I think this would be an interesting concept to consider.
I'm all for multiple casters combining their power to cast "mega" versions of spells. To reduce abuse of this option I think that it should require a good bit of time, like if two casters were attempting to combine their powers, the spell requires twice the amount of time to cast, three casters and the spell takes maybe 2.5 times as long etc...?

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Ravenlute wrote:Quote:Once you bring them together, the quality of the item is set to the quality of the worst component (or your crafting skill, if lower).As per the quote above, a QL 200 item would need QL 200 or better components and the characters skill would need to be 200+. If you were able to include a QL 100 component it would drop the QL of the item to 100 instead.This is problematic. As this makes anyone who is not able gather process and craft 300 stuff pretty much irrelevant thus making playing catch up really hard.
I'm very much in favor of a system that does not have stuff that is rendered useless once you have "skilled" past it.
You're assuming that everyone will want/need QL 300 items. Unlike other MMOs, I think the skill levels of the character base will be wide and varied, which means a wide QL array of items will be required.
Remember, unlike other major MMO's, we will take 2+ years to hit the level cap...not less than a week.

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How does a 300 skill crafter make a 300 quality item if there are no other 300 quality resources, miners and refiners about.
He cannot (unless he spends another 18 months training gathering and refining skills). He will be sure to find high-level refininers and encourage them to skill up though. The situtation is unlikely though as many guilds will have gatherer+refiner+crafter teams hit 300 simultaneously.
This is very much the point of the economic game.
-harvesters need services from adventurers (finding and defending sites),
-refiners need goods from harvesters
-crafters need goods from refiners
-adventurers need goods from crafters
right now it seems there are several different angles to the economy game, all interesting in their way.

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turn the colors upside down.
orange is worthless throwaway gear
Purple is weak mundane gear
blue is slightly enchanted gear
white is good gear
grey is legendary gear (a la holy avenger)
I support this. Or at least don't use exactly the same neon colors as other MMOs, maybe a more darker and/or broken green for example. My eyes hurt...

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You're assuming that everyone will want/need QL 300 items. Unlike other MMOs, I think the skill levels of the character base will be wide and varied, which means a wide QL array of items will be required.
I would agree if the scale was measured in a metric like size and not quality. In EvE something bigger does not mean that it is automatically better for the job you want to accomplish or better overall.
I fail to see how on a scale that is literally measured in "quality" something higher is not better?

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What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?
* level 5 swords may require less threads to bind, and may be as good if you don't need the extra keywords (or a certain quality level to qualify for an enchant).
* level 5 crafters get the same use of lvl 5 mats as from lvl 50 mats
* possibly each weapon come only i 3-4 qualities so that lvl 50 and lvl 5 swords are functionally identical and you need to go to lvl 100 to get any mechanical 'masterwork bonus'. Your point remains, but to a lesser degree.
on the other hand, if there is a market for harvesting simple materials in safe zones, that market will be taken over by bots.

Valandur |
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What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?
In addition to the points brought up by Randomwalker above, I made a plea for the Devs to consider using all levels and types of raw material, which is then refined, in all skill levels of recipes.
As an example, here's a fictional recipe..
Level 1 long sword
8 copper ingots
3 leather strips
And a fictional sword of a higher level..
Level 20 long sword
20 copper ingots
8 leather strips
1 sword guard
4 iron ingots
2 steel ingots
1 twisted wire
Totally made up, thus not proportional. But you can see where I'm going with the idea. Eve uses this system and it really helped me as a new player because my noob mats were in demand. This gave me a revenue stream right away, as opposed to a system like Wow uses where once I level out of copper I never need it again unless I want to make a low level item, which is almost never.

clynx |
1 person marked this as a favorite. |

Hmmm. The crafting process does sound overly complex though I do agree with much of it. The longer the chain of events required to make an object, the more there is that can go wrong. Additionally, what if I want to do everything myself? Will I have to multiclass?
I know and agree that working with others to create a chain of supply and refinement should be the quickest and best way to craft items. But, will it be the ONLY way? How does a 300 skill crafter make a 300 quality item if there are no other 300 quality resources, miners and refiners about. Will there be a (long, drawn out) process that lets a crafter use their full skill? Or is it a case of you may never construct a 300 item unless every resource and step is also 300 skill or quality?Will this also mean that the best quality items won't appear in the game for two years because no one will be 20th level until then? Or will there be some way to organise groups of people together to create a better result than any one could on their own? Such a mechanism could also be used in rituals- a group of casters in a besieged city trying to cast a meteor swarm spell before the invading army breaks through and kills them all?
I consider a 300 quality item to be extremely rare. How do you do it yourself? Realistically I would imagine you buy the refined 300QL components and craft the final product. To even find 300QL nodes will be rare. Having the skill to mine and refine them will take time to train. The whole idea of 'I want the best stuff and be able to make it all myself' seems exactly what this crafting system is designed to prevent.
I don't know if it will take 2+ years before we see 300QL items surfacing in the market, but to be honest, I'd actually LOVE for that to be the case. What the "BEST" item is, is purely relative. If the highest level miner/refiner/crafters only have the skills to make 150QL items; then the 'best' items in the game will be QL 150, and you should feel excited to own something of that QL. As time goes on, players will push their limits and slowly unlock higher QL items. I think that would be fantastic. I would like to see a long, involved career as a miner/refiner/crafter/enchanter/etc that weeds out all the 'alts'. (I don't mind alt crafters, but I definitely don't want to see them at the top of the skill curve over time. It's kind of a kick in the **** to all the people who choose to do that full time on their main)

kyrt-ryder |
I have to imagine your average character wouldn't even qualify to WIELD (I use wield rather than equip, because I figure anybody should be able to equip a given item, but it requires a high level of skill to use it properly) a 300QL weapon.
Instead, those are likely going to be something the fighter types strive towards becoming worthy for while the crafters are striving to achieve them.
On the other hand, I get the feeling/have the hope that the average PC would probably spec out with gear ranging from 100-200, for years after 300 hits the market, save for the dedicated combatants.
That's my hope anyway.

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I suspect the everyone decked out in 300QL equipment will be a none issue. It will take a lot more threads to bind to a player, so you probably will not be able to bind everything. So sure, you can go out and be decked in 300QL equipment, but you are going to have to be careful. Those shiny equips on you will no doubt get you attention, both wanted and unwanted.

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Being wrote:Don't make it automatic though, it should require an appraisal check that you train.Rather than color coding why not just include the numeric quality of the item under the name?
Longsword
Q234Longsword
Q162
If it's restricted to trade windows fine, but I don't want it listed on equipment screens. It's much less immersion breaking to see Longsword in purple than Longsword Q266 every time you look at your inventory screen.
And while were at it, it would be awesome to give crafters the ability to name their wares, so you don't have just a generic "Longsword" but "Goblin-slicer". Longsword is simply the weapon type in the description field.

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Lyndon Hardy <sp?> wrote a book called Master of the Five Magics in which magic items required a bunch of people performing very complex rituals to create even the simplest of magic items. Your post brought that book to mind. At this point I doubt they have given it much thought, but...
threadjack
Blast from the past! Great book. I always thought that his approach was a great example of what magic rituals could be.
endthreadjack

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What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?
Newer players will definitely need those lvl 5 swords. Additionally, all level of players will want "lower level" items based on whatever adventure they happened to be on. For example, if you know a dungeon has a rust monster lair in it, you wouldn't want to bring your lvl 50 sword, or at the least, you want a number of lower lvl swords to deal with these sorts of situations.

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I am not sure if anyone has addressed this, but one key thing is missing. If everything is player made, and items while damageable are repairable. The market will over time become more and more flooded with everything. I have been into tradeskills in many mmo's, and into the economics of many mmo's. The only mmo that I have played that has dealt with this is EvE, and that is mostly through the fact your stuff goes pop quite often and therefore the market is not as glutted with items. While I do not think this is the only way to deal with it, I would like to here how goblin works plans on compensating for this.
I also Have a problem with harvesting, while at first glace it seems fairly ideal, the problem I see is that low level harvesting will not be worth the effort, if all it can be used for is the lowest level gear "again if the gear is indestructible this problem is compounded". I would suggest that some lower/est level harvested mats are needed in all of the trade skills, things that are not intrinsic to the item but deals with it, for example low level wood, is turned into charcoal for the forge and it takes large amounts of wood to make a reletive small amount of charcoal, and alot of charcoal to make a breastplate. By doing this you will give young characters who wish to harvest a way to do something that is useful therefore somewhat valuable to the more experienced character, a concept that is central to the combat element of this game, why not make this concept central to the trade skilling aspect of this game also.

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Speaking of rust monsters, what about special materials? Will there be Ironwood for Druids that want better armor and fighters that don't want equipment rusted? Will there be Mythril for lighter armor? Will there be Adamantium, Silver, and Cold-Iron for getting past damage resistance?
I know there has been talk of all types of materials, but how will we be able to USE those and what will they do?

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Ryan Dancey wrote:for characters with the enchanter craft skill to apply a minor but permanent magical boostEmphasis mine.
I really hope that 'enchanter craft skill' is embedded in the skill tree of each specialty. For example, part of the Blacksmith specialty, Weaponsmithing specialty.
From what I understand how it will work is each specialty will have it's long and involved crafting skills, big enough to be comparable to a class (Fighter, Wizard, Cleric, etc).
What I don't want to see is a long and involved crafting tree for Blacksmithing and then a completely separate one for enchanting. I hope the ability to enchant is within the 1 1/2 years of the Blacksmithing specialty skill tree. Or, any other specialty for that matter.
The issue I have with adding enchanting to each of the crafting trees is then what if I want to be an enchanter? Your way means I have to train every style of crafting to access the enchants for each item. I don't wanna craft anything, I just wanna use my knowledge of the arcane to enchant items. You craft it, I enchant it. there, we both are employed and making money.
Now if YOU wanna learn both skills so you can be an all in one shop, go ahead, but will will take time and effort on your part. Just like being the whole 1 man crafting chain. If you wanna learn all the skills to take a log into a bow, then go for it, see ya in 5 or 10 years when you can make skill level 300 stuff, mean while I will focus on enchanting and have enchants for your crafted bows ready in a fraction of that time.
Moral of the story, focus on 1 thing and be good at it soon, or do everything and take a LOOOOOONG time. I would be upset if they made enchanting as part of each crafting tree. It deserves it's own tree. 2 different skills.

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DeciusBrutus wrote:What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?In addition to the points brought up by Randomwalker above, I made a plea for the Devs to consider using all levels and types of raw material, which is then refined, in all skill levels of recipes.
As an example, here's a fictional recipe..
Level 1 long sword
8 copper ingots
3 leather stripsAnd a fictional sword of a higher level..
Level 20 long sword
20 copper ingots
8 leather strips
1 sword guard
4 iron ingots
2 steel ingots
1 twisted wireTotally made up, thus not proportional. But you can see where I'm going with the idea. Eve uses this system and it really helped me as a new player because my noob mats were in demand. This gave me a revenue stream right away, as opposed to a system like Wow uses where once I level out of copper I never need it again unless I want to make a low level item, which is almost never.
... Except that under the currently described system, you would need level 20 copper to make a level 20 sword, and a level 1 miner cannot produce any level 20 copper.
Perhaps a fourth cap is needed- higher quality equipment does you no good unless you have the skill to use it. To a skill 50 swordsman, there is no immediate benefit to using a quality 100 sword as opposed to a quality 50 sword.

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Crafting > dropped loot sounds good to me.
"Additionally, players use threads to bind to intermediary resurrection sites:"
This is huge for those of us off exploring 2 hours realtime walk from the nearest free statue. Or further. (I am hoping there is enough 'sandbox' I can go explore for days without seeing a town , when maps are brand new at least)
Also for the townless , bandit or otherwise (Druids, etc)
Can we bind to hideouts we 'dig' in our travels ? Will there be a classless skill for 'create Pharasma Shrine' ?

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I would put it (abundance of low quality resources needs a way to gain high quality product) on the smelters, in the case of refining ore into ingots, and on the smelters' craft equivalents.
I'd place a refining skill in smelting where the highly skilled craftsman can get a little high quality metal out of a lot of low quality ore.
He just produces more dross, or clinker.
Now, it is true a sawyer cannot improve the quality of the timber given him to cut, but he can cut well, and the lumber graders downstream from him can cull bad boards.
Herbs and tinctures... in alchemy the alchemist can reduce and distill more raw material to refine improved essences but only to a point. If the herb collecter isn't careful he can ruin the parings.

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I did not forget to salvage. I did not consider it worth mentioning, in fact i think becuase mobs will drop salvageable loot, than salvage will likely end up in a net gain to the mats, their by the item concentration on the game. As for Siege warfare, that seems like a large assumptions, while I am sure large amount of mats will be needed, GW has stated everything will have a item level, and items levels are dependent on mats, so why would you want a item 50 battering ram or catapult, or really anything. Mabey Seige warfare will be the expectation, but again, will your seige items disappear after the fact, or will you be able to dismantle them and move them, or perhaps salvage them. Are there going to be so many wars going on that this somehow will be the sinkhole that all other production in the game equals out? The issue here is of balance, and with the information stated so far I do not think GW has a balance that will allow a living economy.

clynx |

- You lose non-threaded gear upon death (unless you can get back to your corpse in time; in PvE - maybe. In - PvP don't count on it). Your gear will go "pop" just like it did in EVE.
- Settlements will require materials to construct buildings. As settlements grow, they will require more upkeep to maintain a fully functional sate.
- Warfare will lead to consumption of raw materials as players and settlements rebuild/repair. Warfare isn't restricted to PvP between settlements. PvE can encroach and take over hexes as well.
- Low harvesting skill produces low quality materials. It's entirely possible that those materials are still highly sought after to make low quality high level gear.
I think this game will have more than ample avenues to keep item destruction on par with item creation. As well as prevent obsolescence of materials such as copper or tin. All that is required is a relative cost fr things so that is stays equal to production. IF the markets are supersaturated, then adjust settlement upkeep so that players can barely keep up (or not even) with their own growth.

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I believe the enchantment is a separate crafting recipe, where the focus object is a complete high quality item (equivalent to masterwork item in PnP), then the other materials would be the spell components if there are. Also if permanency is required, that would be another recipe that would be used to get the final multi use product, such as enchanted weapons and armour.

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Being wrote:Don't make it automatic though, it should require an appraisal check that you train.Rather than color coding why not just include the numeric quality of the item under the name?
Longsword
Q234Longsword
Q162
I love this, great idea. Great way to use the aprraise skill. After all, if you don't have apraise, you could get ripped off by not knowing if your getting your monies worth.

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I say item degradation should be part of PFO. It creates business opportunities for crafters to repair items. Also simple maintenance with low crafting skill (low level: maintenance) to keep the quality where the item starts off at, without dismantling item into components. Such as using a whetstone and oil to maintain a sword blade.

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Valandur wrote:DeciusBrutus wrote:What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?In addition to the points brought up by Randomwalker above, I made a plea for the Devs to consider using all levels and types of raw material, which is then refined, in all skill levels of recipes.
As an example, here's a fictional recipe..
Level 1 long sword
8 copper ingots
3 leather stripsAnd a fictional sword of a higher level..
Level 20 long sword
20 copper ingots
8 leather strips
1 sword guard
4 iron ingots
2 steel ingots
1 twisted wireTotally made up, thus not proportional. But you can see where I'm going with the idea. Eve uses this system and it really helped me as a new player because my noob mats were in demand. This gave me a revenue stream right away, as opposed to a system like Wow uses where once I level out of copper I never need it again unless I want to make a low level item, which is almost never.
... Except that under the currently described system, you would need level 20 copper to make a level 20 sword, and a level 1 miner cannot produce any level 20 copper.
Perhaps a fourth cap is needed- higher quality equipment does you no good unless you have the skill to use it. To a skill 50 swordsman, there is no immediate benefit to using a quality 100 sword as opposed to a quality 50 sword.
I dont really have a good answer for this, but I do think its important to make sure that lower quality materials dont become useless as the game ages.
All aspects of the game should have longevity. It would suck to come in as a new player and have no better purpose for your gathers/crafts than for your self. Now, I think it will take a while for that to happen, but eventually waves of new players will become sprinkles of new players will become a new player every month or so. This will be a niche game afterall. Even so, no need to punish late comers.
Hmmmm? Maybe have Enchanters have the ability to magically combine large quantities of low quality material into ONE single high quality material? The down side would be that it would take a lot (but it should equal out to about even on the market after enchanting is taken into account. And like everything else it would depend on the enchanters skill (example: need a 300 skill enchanter, with 300 of quality level 1 coppers to make just one 300 quality copper). Maybe the quantity vs quality would need to be worked out better, but its just an idea.

kyrt-ryder |
Also simple maintenance with low crafting skill (low level: maintenance) to keep the quality where the item starts off at, without dismantling item into components. Such as using a whetstone and oil to maintain a sword blade.
Bear in mind of course that this kind of maintenance doesn't truly preserve the quality, it only patches degradation in the short term.

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well, there are transmutation spells....so maybe casters could consider some sort of "exchanging" or materials or something.
I 100% support the idea of making each level of resource used and needed at all times. Think of the real world, we still use "low level" ores and materials for things, but also have high quality items being made and used. The idea of using higher quality materials for a lower level item to improve it is great and gives higher level crafters a real way to help lower level/newer players without being overpowered.
I think we have alot of great Ideas here and I know GW is watching and reading. Great blog and great responces.
My thoughts on the coloring of items....I think the option to turn them on or off, or just don't have them. I support games requiring thought process and having to look at an item and decide what it is worth and if it is better than currently equiped item shouldn't be made at a glance. Atleast not based off of color of the item name. Put in a stat comparision and and estimated value (based off of your apprasial check) is fine. I don't think the color is needed.

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I say item degradation should be part of PFO. It creates business opportunities for crafters to repair items. Also simple maintenance with low crafting skill (low level: maintenance) to keep the quality where the item starts off at, without dismantling item into components. Such as using a whetstone and oil to maintain a sword blade.
I'm thinking that GW is thinking that between the involved crafting process, and the high potential for item loss that item degradation is not necessary. We will need to see more, but I can see why they are thinking this way.
Which is also why, I imagine they will have items like whetstones and oils, but they will offer small bonuses, as opposed to saving the item from degradation.

clynx |

I say item degradation should be part of PFO. It creates business opportunities for crafters to repair items. Also simple maintenance with low crafting skill (low level: maintenance) to keep the quality where the item starts off at, without dismantling item into components. Such as using a whetstone and oil to maintain a sword blade.
If degradation is something that applies to all players, and maintenance is at the entry level of crafting; what's to stop everyone from just picking that skill up for themselves? Entry level skills are super easy to train. If it's a matter of utility and it's relatively accessible; expect most players to get it.
You might have a better system if repairs are at a mid tier. Early on, it's more practical to toss away items for newer ones, and only look to repairs for things that matter to you - The items you chose to thread because you dare never lose them.

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I'm pretty happy with the material presented in this blog, but I have some questions:
(Note, below I refer to "crafters", but the questions could refer to refiners and harvesters as well for the most part)
- How broadly skilled do you think crafters will be? If a crafter dedicates as much training to crafting skills as a fighter does to fighter skills, what would be the breadth of their ability to craft stuff? Or another way to look at the question, how large is the space of craftable items in terms of the expected number of different areas of expertise? Is the crafter who just hit level 20 going to be a master swordsmith, a master weaponsmith, a master smith, or a master smith-tailor-chef-alchemist-carpenter?
- How involved do you foresee crafters being with the crafting process? Do you really intend it to be something that they can come and check on every 10 minutes, fiddle with something for a moment, and then wander off again, or will it be more engaging and demand a crafter's full attention for longer periods? Do you foresee any way for one master swordsmith to distinguish themselves from another master swordsmith, the way one high level fighter can be much better or worse than another high level fighter based on the player's skill? If you could come up with a system analogous to combat for crafters, where they "fight" (interact) with whatever they're crafting using their slotted skills, that to me would be ideal. That process would be shorter for a highly skilled crafter working on low quality items, like fighting a monster of much lower level would be relatively trivial.

Turin the Mad |

Appraising should be a pretty easy train to do (rank 1). Basic gear maintenance should be a passive skill (rank 1).
TL;DR version of a long winded rambling blathering: making harvesting and crafting equally as time intensive as 'being a PC class' by definition encourages 'crafter alts'. Is this the intended design?

Snowbeard |

@ Imbicatus - I'm against letting crafters name their items- too much room for folly. In your example, Goblin-slicer might not have anything to do with goblins, it's just a regular longsword with a fancy (and misleading) name.
If it were a Goblin bane weapon I see no reason why it couldn't be called a Goblin-slicer or Gobbobane longsword - that would indicate it really did have some attribute that would be useful against Gobbies.
I'd be open to seeing the crafter get their name on it tho. Goblin Bane Longsword crafted by Imbicatus. That tells me that the weapon is particularly good against Goblins. (Truth in advertising) And it tells me who made it. This helps the crafter with advertising. When I loot that PIMA pally and get a XX Longsword crafted by Imbicatus my OOC knowledge of who to talk to about buying swords, especially about XX Longswords goes up.

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I was wondering, let's say I'm an expert or maxed out and some new person wanted me to make them a standard sword. Now could I use less materials since I'm so good at crafting I know how to make one faster and without using as much in the way of material.
Or could I add in maybe another bar of Iron to improve the quality or make it a heavier hitter/stronger durability to last them longer for this person and the difficulty would be slightly larger for me since I'm making it stronger, though I'm already a master so it shouldn't be a problem for me to do.
They did say that if you're a 200 weaponsmith and you make a sword that requires 100 you will get a better result than a weaponsmith with just the 100 skill.

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What is the expected motivation for new harvesters to start harvesting after the game has fully started? Will there remain a market for level 5 swords after several years, when I suspect that it will have been completely edged out by the production of level 50 swords for the same price?
For every new harvester there is probably a new crafter as well and he will need your mats.

Turin the Mad |

Naming items sounds cool but in practice, from what little I recall in SWG, people just named their items with stat blocks. So occasionally you'd see a "Mike's Trooper Smasher" but most items were named "Hammer +Str +Agi".
I had a master armorsmith in early SWG. At least in those days no one named their stuff in that fashion. "Borman [character name] Special" (custom heavy blaster - that guy was a class act and a top notch weaponsmith), "Sandcrawler Surplus Surprise [armor piece]" (low-end armor set made from whatever dregs were coming out of the ground that week), "Sandcrawler Supreme [armor piece]" (heaviest armor suit, made from highest-grade materials available, colored to the same theme).

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It's to increase rarity, I think.
Want to make a legendary sword of Q300? Search for the rare nodes of Q300 copper, iron, or other metal.
I'm also guessing, or hoping anyway, that rarity of high quality goods also takes into account overall rarity of a material.
That is, Q200-300 Iron is easier to find than Q200-300 mithril or Adamantine.
Here's also hoping it's not just new recipes, but substituting metals to get benefits is in there.