

The cost of going to a crafting profession was that you were less able to be an effective PvE hunter. Or, you could go up Crafting skills, such as Architect, Weaponsmith, Armorsmith, Droid Engineer, and so on. You could go up combat skills and become a Commando, a Rifleman, and so on. So you had a limit to how many skills you could get. When you got rid of that skill, you got the skill points back. When you got a skill, you spent Skill points. Now, each character you made had 250 Skill Points. Most players will only have 1 account, so 1 character on a server. Accounts cost $15 (a sub model), so there's a big hindrance to setting up multiple accounts. You make it so players can have 1 character per account/server. Star Wars Galaxies had, I believe, the best crafting system so far. What would you suggest as a solution to this? However the "Skill up" and overproduction still persists

Multiple of MMO's have tried subverting this crafting issue by making small changes to crafting. Meaning that the crafting material becomes more valuable than the actual product. And the player wants to increase his/her skill because he/she he will have more powerful items available at higher skill lvls.

With no limitation there is no scarcity on the products that can be made. Thus meaning the player could have the choice of "Become a master swordsman or carpenter". So a person that had become a master carpenter would have given up another skill in the process. Ultima Online would limit the amount of skills you could learn. The problem however is the economic setting. Do mundane task over and over until you can do it perfectly. This idea was build on the concept of "Mastery". Build an item X amount of times to increase in skill. Use your sword X amount of times to increase in skill. It was the same philosophy as what they used for "Weapon skill". The original WoW model of crafting system has its roots in Ultima online. It is one of those things that have been puzzling me ever since vanilla WoW.Īfter the MMO's wave has started getting some fresh blood and is experimenting with concepts that move further away from what could be considered the "standardized" model that WoW's success implemented, so I feel it is a good discussion to start having.
