DoorknobMLF posted:
yes this would be very nice, especially for those that want to level up crafters, but again, it will drastly decrease the demand for crafters when everyone can do it on their own so much easier. I think the balance right now is pretty reasonable.. crafters can go out and make money, and those that would prefer not to have to sit down and craft can get crafting supplies at reasonable prices. Perhaps it wouldn't hurt if they made crafting a little less trivial and boring, but only a little would be ok. I don't think you should be able to do 100 items at once, that actually turns out to be "buy some supplies, press a button, go to sleep, wake up and you get from 900 to 940 crafting skill, or something like that."
I agree. I like many things on the OPs list but easy mode crafting is not what is needed. The following is not my list for the game, that list is 30-50 items long, but for crafting the big change(s) that I would love to see:
1. I want to be able to auto create a shopping list that, based on what I have selected that I want to craft. The list should show what supplies are in storage, show what supplies are in the backpack and it should auto create a list of those additional items that still need to be purchased/obtained/farmed. When I go to purchase things I want to be able to pull up the shopping list so that I can view the market NPCs list and the shopping list at the same time.
For items that need to be farmed, I want to be able to add tool tip notes to the items that show up in the shopping list so that when I find the best place to obtain the item I can add that information to the notes and the next time I need the item, my previous notes show up when I mouse over the item.
2. Bring back the old MP value system.
3. Get rid of the stupid wild swings of the RNG where a 2% chance can have some wild swings that actually give a
1:1,000 chance to hit. It is not rocket science (any first year learns how) to create a RNG and eliminate the wild swings on the edge of the bell curve. It is only laziness on Mythic’s part (and a bit of a sadistic streak getting enjoyment from sticking it to players) that prevents Mythic from fixing something that can be frustrating. (In the past, when this subject comes up, some players had the misguided thought that eliminating the wild swings would change 2% to 4% or 5.2% or. . . it is an algorithm and can be designed to eliminate the wild swings and still be whatever percentage the programmer wants it to be.)
4. Almost all items that are needed for crafting need to be farmable/drops/salvage. Keep the NPCs that sell the items if Mythic wants but in addition to the NPCs, almost all crafting supplies need to be drops or obtained by salvage.
5. Remove the crafting tables from Housing. Sorry for this suggestion but having crafting tables in housing allows for easier macro crafting and it empties the cities a bit. Crafting tables never should have been put into individual homes. If they are not going to remove crafting tables from homes, they should eliminate the skill gain while crafting in Foundations. Eliminating the skill gain while in Foundations would allow players to continue crafting in their home, to fill the CM or to fill orders from other players, but it prevents players from using macro crafting programs to skill up behind locked doors.
6. All of the top tier items should have a crafted equivalent that is “almost†as good as the farmed item (not as good, but almost). Perhaps having something like the following would be fun: The very top tier crafted items can only be crafted while using the tools and crafting tables found in enemy keeps in the enemy Frontier.
7. Archers need to once again have arrows and crafted arrows need to be better than arrows purchased from the NPC.
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