Forum Settings
       
Reply To Thread

Blizzard to address trade skillsFollow

#1 Feb 02 2007 at 6:21 AM Rating: Decent
Nethaera wrote:

There has been a lot of discussion on the forums lately about the utility of various professions and how people feel they should be working. Much of the feedback we have received points to professions needing a little work and some better utility for those that choose to take them up. While we can’t give you specifics on what is planned or even dates on when players can expect change, we wanted to let everyone know that all professions are being looked at and will be revamped over time. Engineering will be the first on the list, but all professions are being closely looked at and player feedback is a welcome part of that process.


Source:
http://forums.worldofwarcraft.com/thread.html?topicId=71823635&pageNo=1&sid=1#4
#2 Feb 02 2007 at 9:02 AM Rating: Decent
hmmmm.....not sure if Im hapopy or dreading what Blizzard is gonna roll out for this.

I use the Mod: Book of Crafts and love it!
#3 Feb 02 2007 at 10:04 PM Rating: Decent
Whatever they choose to do, I certainly hope that it doesn't lead to RMT abuse. Lack of really powerful stuff that's BoE is the only thing that keeps RMT from ruining the economy.
#4 Feb 06 2007 at 7:12 AM Rating: Decent
Ran across this post on the Blizzard web site and it got me thinking.....

Why can't a blacksmith fix metal armor or weapons? Why can't a leatherworker fix leather armor? Why can't a tailor fix cloth armor? If an Enchanter can dis-enchant an item for mats, why not 'salvage' with the other professions?

Using the enchanter as the bassis for this argument; They dis-enchanting an item to collect mats, then reusing those mats for other enchants; If a blacksmith could 'salvage' metal scraps from an item then be able to use those scraps to repair the approate type of armor. Iron scraps from iron armor etc, etc. Now, add the ability to again process those scraps into raw materials to be used for making new items or for resale. This same principle can be applied to all the major non-gathering professions.

Implacations:
1) This would increase the resale value of all that junk from mob drops that we would normally throw away or sell to a vendor.

2) Would, in general, make the professions more useful in a party while questing in the middle of nowhere.

3) Reduce the outlandish prices of mats in the AH.

4) Actually turn the professions into something profitable, other than just being money pits to level up to be able to make something useful someday.

These are just a few of the things that I can think of off the top of my head.

Now, continuing to rant about professions.....
My main toon was my money maker; Mining and Herbs. I've made a ton of gold in the AH from these two, but I found the need to have better weapons and armor than what I was finding in drops or for outragious prices in the AH.

I dropped Herbs and switched to Blacksmithing. What a mistake. I've leveled up my blacksmithing to well over 200 but have yet to make one red copper on the profession. When it takes thirty bars of copper to make one set of bracers, that I couldn't give away if I tried, why bother? It has been nothing but a black hole for gold. I keep hoping that I'll learn something that I can actually make that won't cost me 20g to manufacture, but will sell for more than 50s to a vendor or in the AH.

If Blizzard really wanted to make these 'professions', they need to take a long hard look at the amount of required materials, the cost of those materials, the availablity of those materials and the resale value of the finished product. If your going to call it a profession, then treat it as one.

What if I was unluky enough to select Engineering and Blacksmithing? (I know someone who did). Go price a stack of 20 copper bars in the AH, because unless I have a mining alt, I'd have to spend upwards of 2 to 3 gold on a single stack of 20. Then have to buy two stacks, because the bracers I'm making (20s sale value tops) requires 30 bars to make. 30 bars!! For Bracers!!! You've got to be kidding!!! Now throw in the cost of the the other materials need for some of the other items; flux, gems, leather, etc, etc, you have better have won the lottery to be able to afford to make anything and continue to level up.

Then why make it? Why select a profession at all? Why spend the time and effort and gold to level up a profession? Most, if not all, of the items that come from the instances are far better than what I can make. Even if I have an enchanter add buffs to the items, I can never think of selling them at a tenth of the cost to make them. The only reason to level up a profession now, is that there might be one or two items that I can make when I'm around 300+ in my profession that will sell or I can use. And then, like with leatherworking, only I can wear or use some of them. Go figure.

I'm just about to the point where I'm not even going to bother. Items comming down from BC are far better than what I can ever hope to make. I'm really feeling that I'm going to drop all my manufacturing professions and go strictly with the gathering ones. Mining and Herbs are the big money makers, skinning to a lesser extent. Heck, I have almost as much fun playing the AH as I do questing.

Just my thioughts. Still, can you imagine, being able to actually make and sell something for a profit in the AH? Now there's a whole new dimention to role-playing......

#5 Feb 06 2007 at 9:02 AM Rating: Decent
**
440 posts
I think repair abilities is a great idea. I remember eons ago when I played another game, the blacksmith profession could also repair. It proved to be a boon to the ingame economy. Plus the idea of being able to repair while still in an instance soulds cool to me.
#6 Feb 06 2007 at 9:39 AM Rating: Decent
****
4,877 posts
Cetp folks can already repair in a instances, seems to be one of the only reasons to bring a Engeneier with you. The repair system seems OK to me, In a game where the only penealty for death is a little run, and a repair bill, remove the sting of repair and death becomes even Less of a issue. Item repairs are a way for Bliz to regulate the econemy, to take money out so that the gold in the game still has some value.

Sure go ahead and fix tradeskills, add items that folks will want/use, but you do not have to change what is essentaly the only death penelty to fix tradeskills. I like the new BoE tradeskill required items for the trades, it gives a reason to actualy keep a tradeskill, and that they should just go with that idea, and add items to the list of items you can make.
#7 Feb 06 2007 at 11:07 AM Rating: Decent
**
440 posts
Capitolg wrote:
Cetp folks can already repair in a instances, seems to be one of the only reasons to bring a Engeneier with you. The repair system seems OK to me, In a game where the only penealty for death is a little run, and a repair bill, remove the sting of repair and death becomes even Less of a issue. Item repairs are a way for Bliz to regulate the econemy, to take money out so that the gold in the game still has some value.

Sure go ahead and fix tradeskills, add items that folks will want/use, but you do not have to change what is essentaly the only death penelty to fix tradeskills. I like the new BoE tradeskill required items for the trades, it gives a reason to actualy keep a tradeskill, and that they should just go with that idea, and add items to the list of items you can make.


Good point, but I was thinking something a little lower level than 300 skill. As for a money sink, Blizz could still use that to an extent, or add something else. And I would think the AH is more of a money sink than repairs.
#8 Feb 06 2007 at 11:22 AM Rating: Decent
****
4,877 posts
ya but the AH takes such little money as the Cut, a majority of the cash stays in the econemy. As a non Raider you may see the AH fees as a killer, but start some new Raid conent and watch your stash dry up realy fast. MC(about a year and a half ago) cost my druid over 250 gold in repairs, and a Good night we could make about 4 gold on drops. It almost seemd like blizard didnt want us to raid nightly, and to spend some time farming cash to pay our repair bills.

While 300 skill is a lil hight for the repairbot, add repairing to tradeskills and you have removed the need for one of the only items of value a engenier makes(in PvE, We all know PVP has a few more toys). I never realy Needed repairs before level 60 anywho, as long as I fixed stuff before leaving town I was generaly OK.
#9 Feb 07 2007 at 9:54 AM Rating: Decent
Cochu wrote:
Capitolg wrote:
Cetp folks can already repair in a instances, seems to be one of the only reasons to bring a Engeneier with you. The repair system seems OK to me, In a game where the only penealty for death is a little run, and a repair bill, remove the sting of repair and death becomes even Less of a issue. Item repairs are a way for Bliz to regulate the econemy, to take money out so that the gold in the game still has some value.

Sure go ahead and fix tradeskills, add items that folks will want/use, but you do not have to change what is essentaly the only death penelty to fix tradeskills. I like the new BoE tradeskill required items for the trades, it gives a reason to actualy keep a tradeskill, and that they should just go with that idea, and add items to the list of items you can make.


Good point, but I was thinking something a little lower level than 300 skill. As for a money sink, Blizz could still use that to an extent, or add something else. And I would think the AH is more of a money sink than repairs.


except a repair bot is often only used in the raiding environment (ie lvl 60 w/ 300 engineer) the thing is that epics cost a great deal more to repair than greens or blues (difference in armor type no longer matters) so if someone isnt 60/300 their cost for repairs are really low anyways.

As for teh AH fees, some are kind of harsh but my repair bills from MC/BWL/AQ are still far above what I spent listing stuff on the AH.
#10 Feb 12 2007 at 9:48 AM Rating: Decent
In response to be able to being repaired in instances as a Blacksmith (should that be an option blizzard make available) i would have thought, that you would need to first off, buy a repair kit, and secondly, use an Anvil (Blacksmith)
and then, they could perhaps implement things where the Leatherworkers and Tailors could go to repair, such as a sewing machine of sorts.

Also, should they implement that, i would have thought they would have played smartly and STILL made the repairs cost, only just less, for e.g needing a few mats to do the repairs
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 2 All times are in CST
Anonymous Guests (2)