January 29, 2014, 13:56:27 |
Despite the fact that it is essentially a 1:1 knockoff of Neverwinter's crafting system, it actually seems a big step up from the mind-numbing melancholy that is crafting in Wakfu. It just seems strange to scrap the entire crafting system and start from scratch for a game that was supposed to be, in a big way, about crafting. The lack of any system-generated currency was meant to enforce/encourage a healthy game economy, but did it? At the end of the day, crafting was boring, and offered fairly lackluster rewards. The rewards have gotten better, money now grows on tree's, but the drop rates for rare materials are still abysmal and the process of harvesting/crafting is uninvolved and repetitive to the extreme.
If this is the sum total of the proposed changes to crafting, it will be at best, slightly less tedious, and not really any more rewarding than it currently is. The crafting system, even after the proposed modifications, lacks any need to distinguish "talented" craftsmen from less prestigious ones. If say, craftsman A and craftsman B each have the recipe to make a piece of armor, what would distinguish the two sets, and thus, the two craftsman? Nothing. Each piece of armor would be the exact same as the last one made, with no variation to stats or aesthetics. "Interaction, Speed, Price" are fairly weak differentiating factors for various craftsman.
All craftsman will try as best as possible to be amiable, have competitive prices, and to get things done as quickly as possible. Even among the top 20, say, craftsman, your going to find very very little differentiation in the way they do business, and no variation in the things they produce.