So my thought about the current crafting system is: first think about how it works.
Currently the disciplines which are most useful (my observation) could be shown in a list like this:
Alchemy - (a huge gap here) -> Tailoring -> Smithing -> Art - (a gap here) -> Carpentry -> Cooking(maybe a bit better with recent changes)
Now what is the reason for this situation:
1. Alchemy:
Obvious winner for usability / coin earning, and the reason for this comes from three groups of crafts in this discipline: The Essences, Skleens and Spell Components.
Take a look through the shops around the island.. You won't find any other Alchemy items in the shops. The reason for this is very simple Two of those groups represent CONSUMABLES which are used on a day-day basis. And as for the essences they are usable to a large number of items slots.. slots which will be changed very often through the lifetime of a character. So effectively the essences group could be treated like semi-consumable group.
So for the alchemy group: Its the consumables which drive this discipline.
2. Tailoring:
A typical item crafting discipline but it outclasses the Smiting easily by possible coin earnings. Why is that, lets take a look at the possible items we have:
- a) Light and Padded armors,
b) Cloaks
c) Boots
d) Gloves
e) Spell component pouches (which burn quite often by accident)
f) a nice set of fixtures (flags, carpets)
Now we have here 4 item slots, with 3 of them universal across all of the classes. The armor slot is shared across all of high DX build characters which can be rogues, monks, mages, bards, warriors, .. the list goes on and on, You can basically include almost all of the classes into this category thanks to the fact that a high DX can be good both for a melee as for a ranged/magical char.
In each of the craft able item group there is at least one high-grade item (+3 enchantments), and also the Tailoring discipline is the discipline which produces the highest amount of mid-to-endgame +STATS items.
It has easily craft-able(mat wise) fixtures: FLAGS, which are very often used to state territory claims, armies, etc = are used in multiples by one person.
On top of that it has semi-usable: spell component pouches which mages tend to brake quite often
So for the Tailoring group: it is its universality which places it high plus as a bonus we have semi-usables and generally mutli-use fixtures
3. Smithing
Now smithing is troublesome, it is whole item craft able discipline, also ingots are used as components in various different crafts. So from smithing the usable items would be:
- a) Weapons and Shields
b) Ingots
c) Armor
d) Fixtures
From my experience as a smith one of the greatest source of continuous income were ingots specifically Silver, Brass and Gold. But lets demystify the reason for this by showing the discipline in which were they used: Brass (Alchemy), Gold (ALCHEMY), Silver (ALCHEMY!) - The trend is damn obvious.
With the addition of Figther bonuses the number of classes/builds interested in acquiring sets of new weapons/armors has been cut out quite significantly. Any build with FIghter 15 or more will give better bonuses then top crafts in Smithing. And not even looking at clerics which can buff all of their items to +5 quality. The smithing (items) is essentially left with builds which have minimal fighter levels or none at all.
Yes the mastery damask weapons cost a leg and an arm.. but their cost is at the same time their limiting factor - You won't sell a lot of them.
The fixtures.. doesn't really count, a limted number of craft stations which are also available to make from other disciplines.. or expensive to make (mat wise) use-limited fixtures. I guess the candelabra is the only one which is outstanding in this group.
So in summary for smithing what drives its demand is: Interaction with Alchemy and weapon market (which shrunk quite heavy)
What are the limits: no usables, no class/build - universality (only weapons - 1 slot), no enchanting available base items.
3. Art Crafting
Art is essentially a hit or miss dependent on what is happening on the server currently. The craftable items(necklace slot only) in majority are just weak. The only outstanding ones are: Ruby Necklace, Greater Holy and Chieftains Necklace (stat and skill wise), the druid one is fine..but if the druids shifts he will loose the bonus slots making it annoying to even threatening if You forget about that. The one which really drives this discipline is: Fixtures.. and Gems and of course spell components. So in terms of usability we have:
- Fixtures
- Gems
- Spell components
- Necklaces (very limited)
And of course we have gems.. but again what drives the gem market, where are they used?- You guessed it! Its our number one consumables discipline - ALCHEMY.
In terms of consumables in the Art discipline we have literally: spell components.. and portal lenses. The portal lenses currently are horrendous.. for the cost of materials required to make one of them You could easily buy 5+ portal lenses from the vendors.
As for the spell components in Art they require two things: Copper ingots (a smith, copper and coal required), Malachite (malachite drops or deposit and 1 point in art). Whereas the alchemy ones are Glass (coal + sand and 1 in art), Greenstone (drops or 1 point in art). Obviously the alchemy ones are simply better.. You can do them all by yourself without investing into the smithing.
So in summary what drives art is: Fixtures.. and interaction with Alchemy though gems
Limits: horrendous recipe for portal lenses, less optimal spell component recipe, RP/event dependence
4. Carpentry
Carpentry situation is very smiliar to Art - it's primary fixture focused discipline with added craftable items. We have:
- a) Fixtures.. a lot of useful ones here
b) Magic staffs
c) various Bows and Crossbows
In summary then what drives the Carpentry: Fixtures.. well and that's all
Limits are: Lack of consumables/interaction with consumables discipline, heavy class/build limit oc craftable items.
And finally last man standing in the line:
5. Cooking
Cooking is definitely our consumable focused discipline. The example of Alchemy shows that it should be the most interesting craft, but unfortunately currently it is not. In cooking we have:
- a) Healing Kits
b) Potions
c) Food
d) Seeds
e) Poisons (IC-info needed)
f) crafting ingredients
The problem originates from two sources: Salt and Big Meat. Salt is heavy to carry and requires a lot of muscle power/walking around to get 14 pieces of salt just for 2x sets of healing kits +10. Personally I think the amount of salt needed could be lowered to 5 for the +10, but this one is not of primary concern. The main driving element is the 7x Big Meat. The Big Meat is rare and hard to come by.. and of course its heavy as hell to carry. Assuming You get 1 Big Meat from a bear kill.. means You need 7 Bears which drop it for one kit. And truly saying I have never fought with more then 4 bears during one adventure/mats gathering trip, I am referring to a trip which would take at least 2 hours of my playtime.
No, gathering Big Meat is not fun at all and none who values their time will want to use that time to gather Big Meat. The simplest and absolutely most reasonable solution for that would be to make Big Meat out of 2x Medium Meat, it would really resolve the tedious process of gathering Big meats.
Potions.. now this should really be the staple of cooking discipline.. and should be the most profit making part of the trade disciplines. With the recent changes to 5 potions per craft and removal of various potions from vendors it may finally take off.. but I am not seeing that really happening in the shops. Lets try to answer why is that:
First of all the question is have You ever used a Cure Wounds potion from a dedicated cook? I bet that for 98% of the server population the answer will be: NO. Why it's very simple - not enough healing done through one potion. Not only the kits perform better.. but also don't provoke an attack of opportunity. There is really no sense for a cook to gather materials and craft the Cure Moderate/Serious wounds. This both should be simply removed and switched with a Cure Critical potion.. which at least is useful in the level ranges of 5 - 15 (depending on the class). Keep the recipe and DC simple as for the serious ones so the price of the potion can be put low.
NOTE: Potions are FASTER then kits to use
Antidote - thanks to change that removed them from vendors this is really a good one to make now.. I would definetly by some of them.. if I would find them that is. And why are we not seeing it? The reason for this is probably here: Gem Dust(Fire Agate). Fire Agates are not very common deposits on the island, I most often see malachites, greenstones, aventurines. .. Fire Agates, from the top of my head (playing on the server good 2 years now) I couldn't list even one spot with that deposit.
Ironguts - none will ever need that, this one should be burned in fire and kicked out from the recipies.
Clarity - with the change to glass and amount of potions, this one is finely worth to make, I think its in a perfect spot currently
Invisibility - the potion is easier to craft then its component (Mojo).. no crafter will waste his time for this, plus the Invis potions are available from vendors. Useless recipe
Death Armor - material check: Spider silk.. its rare to find.. and even rarer if it is in fact where it should be as it is heavily camped by tailors. Additionally to that the Death armor potion is not an interesting option from a player perspective - it provides a very minor boost, the visual is nice.. but that would be all really. I doubt that it would be interesting even if the spider silk would be removed. Should be exchanged with something more interesting.. Silence/Darkness/Ultravision anyone? *glances about the room full of risen hands*
Barkskin - this potion has THE potential, its useful across all of the levels.. unfortunately again spider silk .. and on top of that Hardwood both of those materials are hard to come by.. available only in medium to high level zones. Drop the hardwood to softwood and remove that spider silk. The potion has to compete with a barkskin wand.. not be totally shadowed by it.
Sweetberry Wine - the ideal potion as it is currently. The recipe is just spot on. Easy to find mats, lowish DC, and a great effect which is usable across all of Your char levels.
Heal potion - our new addition.. bet a lot of people didn't notice. I think it has too much ingredients required as it is currently (double dust), not sure about the required flowers. Too early to say anything about it really.
This concludes the (current) potion list in the cooking.
The other craftable items in the cooking list do seem fine - reasonable DCs and requirements.. but of course all of them are one-time only fixtures and ingredients so You cannot expect them to be the major source of Cooking focused crafter.
In summary then what drives the Cooking: Healing Kits (+1 - +7)!, Clarity Potions, Sweetberry Potions, Seeds
Limits are: very poor potion recipies/non-interesting potions available
EDIT: Finished the Cooking