1st I'm well aware this is probably pointless as the changes will most likely go ahead.
2nd Yes its my 2nd post on the subject. (but is a bit off topic for the other one)
3rd its probably going to get trolled lol
But for those interested just for the discussion. Do you think something along the lines of this would be a more balanced approach, giving both for and against camps a lot of what they want, without totally changing the system.
While giving the Dev's a route to add more crafted gear without new components.
Recipe book
A new interface to show components needed and how to make said components
i.e you click "Big Choppa" in the book, you get to chose:
- Craft (if you have th ecomponents)
- Components List (this takes you toa new page and the same applys again)
Streamlines and fun(?) crafting interface
Components take 2-4 success (dependent on size/type)
HQ'ing an item is done after this, allowing mass production and quality crafting to be split so the masses don't need to worry (can still occasional get a random HQ in production)
R01-20 Items (average sucess needed to complete a synth 3)
R21-40 Items (average needed to complete a synth 5/6)
R40-50 Items ( Current system basically )
Reuse of low level components in New Hi rank gear
- Using the copper/willow/hemp components along with some more gear appropriate ranked items in the crafting of new hi and mid ranked gear would stimulate the economy and hopefully get these less used lower items pushed into production and sale.
- Along with helping newer players giving them something to sell on into the market.
- The lower ranked items could also be needed in greater numbers for the higher ranked items keeping the cost down to help with low ranked gear/item production.
-It would also be a good route for SE to add more gear over time to push production within the economy onto low sale/production items
Streamlining and small reduction in the number of components
I think any major reduction would need to be done post all the other changes or could end up being over/under done, in most areas.
Those where we have several similarly ranked items of the same type some could be reduced at the opening stage.
Rebalancing of item component Levels.
No more R30 items needed for R10 gear
The edition of the dye system SE will be implimenting.
See SE changes list
Secondary Skill Requirements Apply to HQ'ing an item
Crafting Facility and Treatise Requirements Apply to HQ'ing an item
This would allow casual people to just run off needed items, and the crafter's to have a place within the game and create the better items.
But being rewarded for the amounts of extra work HQ gear would take.
(Ye old effort reward thing, much like those willing to spend ages working on a new dungeon boss get the best gear 1st).
Huge improvements to the wards system (or the move to a AH)
I'd prefer to stay out of this one atm, but change would be needed to support this kind of move.
Edit:
Oww a Requests bored for crafter's to ask for items and offer a reward
(would cost something to put up and be limited to 1-2 posts maybe but dunno needs more thought)