Kelnoen wrote:
Add a high number of specialisations, maybe like a mini talent tree for each tradeskill where you can spend your trade skill points in up to 5 areas. This should make it so if you want a certain item you'll miss out on many more to get it meaning hopefully items would be more desirable. We already have crafting specializations at high levels. Where have you been?
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Reduce the mats cost slightly of crafted items. Ever heard of "supply and demand"? No, I guess you haven't. Putting in price controls would cause the supply to dry up.
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Have more rare lower level items, maybe even with a limit to the number available on the server. Putting a limit means that only the RMTers and Botters would be making them. You would then post a request to have an unlimited number of <restricted item> as part of your "Some changes to TS's I'd like to see..." thread.
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In the long run I'd love to see it more profitable to craft the mats than sell them (I understand as soon as crafting is profitable again, mats cost would increase, thus my ideas above).
While I understand your frustration at not being able to craft items profitably, you have to realize that levelling a craft means flooding the market with a great many of the same item (supply and demand, again). Because the supply of the items is huge and the demand for those items is not huge, price will always be lower than the materials (for which the demand really is huge).
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It seems like the skills were designed to run in tandem but many many people only run 2 gathering proffs because of the profit factor.
You have to understand the underlying reasoning behind why gathering professions are more profitable than crafting professions. This is not to say that crafting professions are not profitable. I had a tailor once that made some things that could be sold to a vendor at a small profit (a few coppers - maybe even a silver or two, but the mats were free as long as they were self-farmed, and the thread was the only expense). Profit? Yes. Would I have gotten rich with this? Never.
Instead of selling to a vendor, I tried the AH. I sold one or two, and the rest had to be re-auctioned with the additional bite of the auction house fee. Eventually all sold, but I think that the AH fee really meant that I only made a little more profit than vendor-selling the items. Yes, there was a profit.
Then I started selling the cloth instead of the crafted items.
WHAM! Everything sold, nothing came back, and I made a bigger profit than any I'd seen. Why, because there are tailors out there trying to level their profession and killing humaoids for cloth drops takes time. There are also people out there trying to level their first aid skill. Two professions, each of which meeds the same materials = double the demand. More demand = higher prices.