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11-09-2007 @ 4:49PM
Crafting is not-for-profit right now because:A) Materials are more valuable than the finished productB) The crafted items that can be sold are of inferior quality to what can be found in the world (with rare exceptions). To fix A: Everybody knows: Cost = demand - supply. Reduce demand - increase drop rates of all uncommon and rare crafting materials OR reduce the amount of materials required to craft an item. Increase supply - Boost the number of crafted items created from the same number of materials. Everybody knows: Time = Money. To fix B: Add a lengthy cooldown (days, weeks or months) for crafting BOP items. Remove the BOP restriction on all crafted items. Make BOP items unique (you can only be carrying one at any given time) so you cannot spam the AH with them. This reduces the supply of these BOP items, increasing their value and subsequently their cost. Change the profession-based-equip restrictions to profession-based-bonuses. EXAMPLE: Felsteel set currently provides +25 str if the wearer is a blacksmith, making it less valuable to non-blacksmiths. It would be better if the kind of bonus it gave was modified by the two primary professions (plus specialties and skill levels) of the bearer. EXAMPLE: Enchanting +int, Cooking +health, Mining +str, Leatherworking +armor, Armorsmith +defence, weaponsmith +attack power, etc, etc.
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