I think using basic resource makes them valuable and is a good game frame work. I think what others have addressed makes more sense and sets crafting apart in that we can control all stats/perks or at least more of them. Make it so you get more control as you hit different tier levels. 50 control 1, 100 control 2, 150 control 3 and 200 control 4. This would give more value to leveling and fall in line with your advancing levels.
Personally, I think most crafting is pretty easy in this game other than furn and jewel. You can move most of them over 100 without any focused effort and then it task a lot of work form there. Given this is a long-term game and it keeps saturation down by making the trades harder i have not issue with something actually rewarding effort. As for cost, i guess if you pay for everything instead of gathering these trades would be very expensive. 430 hours in the game without a clue and I have most trades near max, with weapon at just 134 and furn being nearly untouched. I agree trades can be difficult to level at higher levels thought.
I would like to see more focus places on worth and return for those that stick with crafting and max out trades. Currently, this is not the case other than maybe jewel crafting. Armoring might see some money in bags but the cost of runes are too expensive and the limitation on characters need for bags limits potential of long-term profit. Tools also have limited long-term profit potential unless the game/server is in a constant state of growth.
I can see RNG and WM systems are to prolong this gear cycle and keep people looking for better items but at some point everyone will finish and crafting will have little profit opportunity.
I think more control over perk/stats could work if it was costly in materials or azoth. Based on the tier level progression I stated before I think this system would offer more reward to max crafters. This would also make it stand out over the WM system. Given crafted gear would cost more than WM gear it would allow people to choose the path of paying higher costs or farming gear. As it stands now farming seems best option with crafting gear working as a filler for those that want something higher gear score until the can farm better items through WM. Using 10x or whatever amount of the crafting mods to secure a perk is a viable option. Say for first control at 50 it is 1 crafting mod, at 100 the second perk or mod requires 5, at 150 you need 10 and 200 you need 15. This would make the mods have value on trading post and not sit in our storage. It would also give crafters more control and ways to increase profit as they can meet to the demand of other players. This is a basic example of course I have no idea how rare some of these mods are and if they system could work under the current drop rates, but this could be workout I’m sure with some focused effort to be a better system than what we have now.
I’m fine with a gathering/crafting game. I also see RNG roles as a cheaper crafting method, but I think a higher usage of crafting mods/tier focused approach at controlling all stats and perks could make crafting viable for much longer in the game.
Using excessive crafting mods for repair kits seems like an afterthought and not a well worked out plan. Using them to control outcomes could be much more valuable to crafters and other players.
Coming from Division 2, where re-rolling one perk is implemented, I can compare it to New World.
First of all, I have 200 in all crafts and all crafting sets, except weaponsmithing parts and most basic/major trophies. I hear you guys and can confirm, I sell 90% of my crafts to return only part of the money I spend on the mats.
With that said, re-rolling ONE perk on an item if they decide to go that route should only be available for crafted pieces exclusively and only in form of tool kits of appropriate tier usable by anyone, to avoid bind-on-equip issues.
However, I’m against it, honestly, because BIS hunt is something that prolongs the fun in the end-game. I’m saying it with 2000 hours in Division where you can find BIS set for a build in the matter of hours.
What we’re looking for here is how reliable you can craft a good item, reducing randomness (but not eliminating it). We should be heading in this direction. Not by giving 2 perks or 1 attribute and 1 perk (which is by the way already exists for those who didn’t pay attention to replica section in your crafting list). This “I want it all” attitude will kill the spirit of crafting and make it far superior to drops. But instead, here’s how.
Crafting any item of any tier for the first time gives you greatly increased experience, however, gap between low gs and high gs rolls is huge. As you continue crafting this item, you get diminishing returns on experience but the Min/Max gap is smaller, further boosted by trophies, until you get only half of the exp but can be confident about the results. The game will encourage you to craft all kind of items on the way to mastery (let’s be honest you can’t become maestro playing one song, e.g. stain for furnisher), but also when you reach that goal you can still polish your skills for individual pieces (chestpiece, legguards, spear, you name it). This way, if you spend expensive materials on several tries for an item, you won’t feel as bad when they come out with terrible perks, at least you know that the next craft is a bit better. Randomness preserved to be on par with watermark grinders, but at the same time crafters get better results every day for their efforts and investments.
Have u leveled any of crafting skills after nerf update?
And yeah in every game leveling gets harder towards end.
If u have like 100 engineering u cant do anything good, so why it shouldnt be easy/medium to get in that lvl?
VOTE FOR THE BEST SOLUTION TO BUFF GEAR CRAFTING HERE :
leveling arcana right now since it is pretty easy and jewel crafting is messed up after update with no increases so I stopped at 190’s JC. Arcana at 157 right now. Like I said Weapon is like 130’s so need to work on it after Arcana and just doing town boards for WS right now/shields after as a focus, not sure arcana is where they intend it to be so do not want to miss out on easy leveling/possible future profits from items crafted right now. I could see acrana is as intended though so we will see, makes good use of low-level items and is similar to other trades frame work of one high level item and other change outs. Engineering is different than weapon, once you get to 150 tools can make a decent profit and are a good way to level and make some money. RNG plays a big role in making money from this though and I tend to be focused more on the leveling so return of materials is not a major issue for me if I don’t get the best roles. Max Refining cooldowns also take time but have some of the best returns on investment so for those that don’t want to craft refining is probably a good route. I have little knowledge of WS so can’t really say much about it but shields seem to be best route for leveling after town boards. I like a lot of the end game WS crafting items, as we change weapons most often it will be interesting to see how it plays out. I think most of the Epic quest weapons are pretty underwhelming. The Hammer from Genesis quest is probably one of the best quest items so other than a random drop, WS can give some better weapon options which was more difficult to raise WM on before last patch, not sure if armor to weapon drops will stay the same or go back to more armor like before though.
I did every crafting skill 200 before the nerf and for sure, after the nerf i would not spend twice the money for it.
Green tools with decent perks can still sell on most servers and it will offset crafting and refining costs. Only sell the best ones: Yield, Luck, Azoth and maybe exp. So look at the combinations of the perks you get and determine how likely it is to sell, costs to post items are pretty bad for what we can get on things sometimes so it is better to only sell the best items. Plus we have our hands tied with 100 total postings. Also if you really want to be a crafter do buy orders for mats that tend to run low on your server and farm the rest time is money if you can sell some of the items you craft, tools, bags, rare refining mats are some of best sellers for crafters. Furn is great but it is not working and hard to level. good luck
I wanted to be a crafter and trader in this game.
AGS made the crafting meaningless and tedious with horrible RNG for tons of work put into. And even if you craft something nice, on low pop most people do not have any money to pay anything. Right now everybody is selling, noone is buying.
Playing the market got destroyed 99% by the last patch.
Right now you either run GA OPR (If you can fill a queue) or log in for an hour to do some watermark / chest farming and will have better results in the same time compared to dedicated crafters.
There is nothing else to do, basically. On our server invasions are just downgrade events and wars are not filled with people.
10 days later and the situation hasn’t evolved… if not is worse now, because you have more people reaching the level 60 everyday.
On the market of my server, you have good 600 gs items (not best in slot, but still pretty good) at 1000 gold coins. You even have good 590gs items… at 49 gold coins. You could fully equip a freshly leveled up 60 characters with good 590 gs gear (again, not the best, but still good), for like 2000 gold coin in total MAX. You could go for the full 600 kit for like 10k max.
How do you want crafters to compete with that? Impossible when making 1 piece… with random perks… that could be totally unsellable… cost as much as buying the full kit on the market?
And here we are talking about crafters that can craft 590gs+ items… Let’s not even talk about those currently leveling the skill, or those who don’t have full trophy and gear…
We could have had a sliver of hope with crafting legendary items from recipes or rare mats… but all of those except voidbent armors are bound on pickup… And for voidbent, on my server, you can already find similar pieces gs 600 for like 5k… while the cost of crafting one voidbent, only in mats, is greater than 15k.
The whole crafting system needs a rework… in the current state… i just regret having spent thousands of golds and dozens of hours leveling it… it’s just a pure waste of time and money with 0 rewards at the end.
Now there is no way to make a single coin out of crafting, except if you surf on the void gauntlet hype + get lucky
I disagree playing the market got 99% easier by the last patch. Anyone can offshore manipulate anywhere else on the map in seconds.
That’s another point than what this topic is about 
Objectively, the crafting system itself is fine, but the environment it is put into, is not suitable for it to be viable for long.
While people are leveling and searching for BIS, you might get lucky with rolls and sell that person the item they want. But once more and more people have specific item in mind to complete their desired build it is where you start losing money on materials and tries. You see the problem?
We don’t have the base need, the base demand becomes basically zero: people don’t lose their gear, gear doesn’t get broken, there’s nothing to replace. Only consumables remain in demand in games like this.
I’m not asking for full loot like Eve Online or anything like that, but crafting process should be changed to match this type of game as a whole. Add many more consumables for each profession that are in demand because of certain dungeons/events, more bind-on-pickup items for grinders, etc, etc.
It already reached the point of not being viable anymore bro, thats why i made those topics
When you craft best in slot items, people are asking them for like 5-10k gold when its worth 40k gold of tries to get a good item once
Bump
Maybe a simple fix would be to steer the amount of cinnabar and tolvium drops and allow for crafting more daily. I don’t attempt to craft 600gs jewelry anymore since 1 asm is 320+ on my server and other legendary resources 1/10 of this. But it asm cost was like 100 I’d craft a bit more.
On my server : Asmo 470 / Phoenix 180 / Runic leather 160 for weeks now
Price of a random jewelry try : around 6500 gold
11k for a random heavy chest
If I could do 1 attempt a day it would be fine. Right now, you need 13 asmodium for one jewelry craft attempt, so I need to wait 2 days before I can roll one random item. I think it’s overtuned in comparison with how many attempts watermark grinders have each day – basically all elite chests in the world is one try.
