Crafting problems, and a way forward

Ok, some folks are recently talking about crafting and many of the problems with it, and I have to say that I think many valid points have been raised in the various threads.

That being said, I’m still on about my Infinite Progression game concept, and using that as a base, I could see many ways to improve the game over time, and the crafting profession(s) are some of the most interesting.

First, anyone else loosing interest because they cannot advance their character after 60th level? If so, please visit the linked thread above and ask me about my ideas.

Crafting is a hot mess as it stands now, and no ‘quick fix’ is going to be worth the time that it takes to make it, so the answer is to look for something that will give folks something to do while we wait for a ‘good fix’ to be made. One of the things that I would like to discuss is changes to what a character can do with respect to both crafting items, and being able to restart their character over, over and over again. In my other thread, I toughed upon the idea of having extra weapons available on a single button, which could be done over and over again. My Remnant concept would be far more than just that, of course, but what if, after running through the game to level 60 and restarting, a player could unlock a new and improved crafting system?

Some ideas here:
Allow players to level up not just their character level to 60 (and of course their weapon skill to 20), but to also unlock a new trade skill tree, which as part of the initial steps to making crafting great, has new skills, like salvaging skills for one or more crafting skills items? Imagine that hitting 200 in say, “Armoring” allows for salvaging all the ‘trash’ 600 GS items (and keeping in mind, that this would just be one bonus that would be offered, earlier bonuses would also be made available at less than 200), and that this salvaging skill would allow a crafter to eliminate perks from their crafting rolls once enough salvaging had been done?

Pick a useless perk, and have the ability to level up a skill that helps you salvage the useless, and eventually eliminate that perk from the possible RNG of the crafters own works. This isn’t an immediate fix by any means, but it does allow for the hope for a future where crafters, who are willing to do ongoing character development, to eventually start to reduce, and finally eliminate unwanted and ‘useless’ perks.

Another possibility, what about other skills, on skill trees after a character goes through to level 60 for the first time, that could have a skill that allows for working with the craft mods themselves in some fashion, where they could make better mods using some formula, and better craft mods could then be combined, so that they provide more than one perk?

The possibilities are endless.

fdgh

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