Insider Trader: Progressive Professions

Professions in The World of Warcraft are one of the many endeavors in which players can invest their time and efforts. Despite the fact that most players do indeed level them, and the fact that there is quite a bit of interest in them, people are often left questioning their value at the end of the day.
Profitability and cost to level are two of the most frequent complaints against their chosen professions, but today I would like you to consider another reason: boredom.
It is not that the professions themselves are inherently boring. It is more that, in a game where there are always new things to collect, new reasons to PvP or run raid content, new dailies and new factions, professions just can't compete. Most can be leveled in an hour or two at the Auction House, and once this has been achieved, the key items made, and the buffs applied to your gear, what else is there?
The desire for profitability does not merely stem from wishing for more gold, but also for more involvement. Playing the market to get choice ore to prospect, choosing select gem cuts and then marketing them, as an example, keep players busy. The changing server economies are puzzles begging to be pieced together.
If there is no profitability, do you even use your profession once you have maxed out your skill points? Sure, you might hand in some leather or shards for new recipes, but are you using them? Do you really feel like a Grand Master? Is adding "more profitability" really the answer?
Perhaps professions need to be more of a journey. They need to be progressive, with several niche activities folded within. Unfortunately, because this would require quite an overhaul, I doubt that we'll ever see it happen; but how would it work if it were to be implemented, and in what ways would it be better rather than causing more problems?
Using what we already have
It would be too much to expect Blizzard to tear down the existing professions system in order to build a new one. Not only would that be difficult and unnecessary, I don't think players would like it either.
Rather, once players hit Grand Master, or whatever the title will be for the next expansion, a whole new world would open up.
Means of Extension
Pursuing anything further would be optional, of course, but interesting and rewarding. This process will require more than simply farming for rare epic recipes.
There are two in-game recipes that Tailors can acquire that are good examples of how professions might become more involved. The Deathchill Cloak can only be learned after completing the Loremaster of Northrend achievement, which requires that you have completed nearly every quest Northrend has to offer! The easier to acquire, but still time-consuming, Wispcloak recipe can be obtained after completing the Northrend Dungeonmaster achievement.
Attaching a recipe reward to an in-game achievement is only one way to expand the professions experience. What about more recipes that require materials that are not necessarily super expensive, but that absolutely require your participation in certain activities?
PvP items could be made with things acquired in Battlegrounds, whether looted, awarded, or gathered. NPCs in faction cities could drop special reagents. Materials could occasionally be created as a by-product of crafting, or spawn randomly in the world, in a similar fashion to the way that Everfrost Chips work.
Discoveries have been an interesting method of acquiring new recipes, as have the NPCs in Dalaran that trade you recipes in exchange for tokens or crafting materials.
Another mechanism could be reputation grinds. Each specialty could grow into its own faction, and only as you gain their trust do you learn the deepest secrets of the trade. As the World of Warcraft expands, and we reach new lands with new people, we would find that they, too, have their secrets.
Having these factions would increase the amount of choice and diversity in the professional world. If they were involved enough, Blizz might not even have to forbid us from learning all of what our professions can offer, because quite simply, there wouldn't be enough time anyway!
Incentives
So why would we go to all this trouble? First and foremost, the process would need to be interesting. The stories and information put forth by the trainers would need to be engaging, and really make you feel like you're digging deep into something that few others understand.
Shaman quests, especially the earliest ones, do an excellent job of giving this impression. So early on, you realize that there is a whole other world, other forces, that you're tapping into, of which few others are aware. You aren't merely told this. You are shown.
Rites of passage are important and meaningful. Spiffy titles are fun too! Not just for spending some time at the Auction House to become a Grand Master, but for actually accomplishing something. Achievements are another means of rewarding hard effort.
The recipes also need not feel compulsory. Some could be profitable, while others could appeal to collectors. Anyone who spends hours farming for a non-combat pet with a drop rate of 1/1000 or 1/1500 before moving on to the next such grind, would certainly be open to farming for various artifacts and materials instead. As long as it took appropriate effort, and wasn't something that "everyone" would have, it would be a positive change of pace.
I also mentioned PvP items. As long as people had to put in an acceptable and comparable amount of effort, I don't see anything wrong with some people running Battlegrounds for last season's Arena gear, and others running Battlegrounds to also acquire materials to eventually make amazing PvP gear and items. Some of these "items" could even get quite creative.
Keeping it fair
Although I imagine that most people would be interested in pursing their professions further to at least some degree, it would probably be best to keep the basics with your regular trainers, available simply from having hit a certain skill level.
For example, if everyone had to "work for a year" to get their raid buffs that each profession gives out, I doubt that the new system would feel like fun. Perhaps they could be upgraded after all that hard work, but it would need to feel like an optional, special, personal choice.
With so many new streams of choice, it would be a reality that not all could be learned by any one person. As a Tailor and a Jewelcrafter, for an example, I could choose Moonshroud and say, red gem specialization, to learn, and only after fully completing them could I choose another stream from each. By that point, although I could move on to Ebonweave, there would be something new already in place. This constant adding to the content would not only offer choice, it would create diversity.
Filed under: Analysis / Opinion, Expansions, Features, Insider Trader (Professions)






Reader Comments (Page 1 of 3)
Exileskimmer Aug 8th 2009 4:31PM
Mining & JC FTW!!
yokumgang Aug 8th 2009 4:35PM
I save this link for people like you.
http://www.youfail.org/
Blaubard Aug 8th 2009 4:37PM
One thing that has always irked me about profession is the quintessential uselessness of the non-consumable items. BoP / BoE items are almost always available or easier to grind.
Exceptions exist of course, I am still tanking in my engineering helmet but in general, crafted items are not worth the effort making and certainly are rarely profitable on the AH.
Another game does the professions much better - EVE Online, virtually all items in-game are crafted or mined. The effect is a very vibrant economy that is a game in itself and does not feel like a waste of time. I can see wow reducing the number of e.g. epic drops but increasing the number of different epic items and (of course) scale the mats required appropriately.
And then there are the consumables. JC and Alchemists are of course in the consumable business but Leatherworkers and BS mostly not. For LW, they took the drums away, the last useful item a LW could contribute. I leveled my char to idk, 425 (?) and stopped - there is no point leveling, farming leather or doing anything with the profession. Bring the drums back! Lower the stats if you thought they were OP!
Faar Aug 9th 2009 5:21AM
Blizzard can't quite make up their mind what they want to do with their professions. Like you mention, there was once drums for leatherworkers (and the riding crop), now both of those are gone.
Alchemists had a neato trinket once, this is now gone too - while there's a rare quality version trainable in northrend, its stats are inferior to the sunwell epic trinket. They invent interesting side-aspects to a profession, but then let those fall by the wayside, forgotten, as time goes on. This feels lazy, and unprofessional. But then again, professions have ALWAYS been a very under-developed aspect of WoW.
Tailoring is mostly a joke of a profession, especially in northrend. Unless you resort to buying massive quantities of cloth on the auction house it'll be weeks, if not months of playtime after you hit level 80 until you've finally amassed enough cloth to reach skill level 450. What a joke.
And of course, the four-day cooldown on crafting special cloth, and the multiple cooldowns needed to craft just one epic cloth item ensures that by the time you can make say, ebonweave gloves or chest, YOU'VE ALREADY GOT A BETTER DROP FROM A HEROIC DUNGEON... The game's multiple cloth-wearing classes ensures there's a multitude of epic drops for virtually all equipment slots, while tailoring can only make a precious few items at a horrendous price in time and effort. The fact you need questing achievements from EVERY zone in the game before you can learn the critical strike epic cape pattern is just further salt in the wounds I might add.
Eisengel Aug 9th 2009 2:02PM
Sadly I think the profession that scales the best in use and is often leveled to whatever the current max is is First Aid.
Karilyn Aug 8th 2009 4:43PM
The only two crafting professions I can ever recall being profitable was Enchanting and Jewelcrafting before WotLK came out.
Both of the professions are reasonably well done, and they would still be profitable professions if two things hadn't been changed...
1. The commonly desired recipes became laughably easy to get.
2. The fact that I swear almost half of players are Jewelcrafters now.
When the market is flooded, nobody wins and everybody loses.
taintedverse Aug 8th 2009 4:44PM
I would love for the profession system to evolve to appeal to the collector. I think the ability for say LW/BS/Tailors to change item models would be nice. It would require special mats depending on what the modle is. [ Say for BC modles you need drops from BC Raids or heroics or random world pick ups, vanilla the same way, and then Northrend and beyond the same. ]
This would please people who want a unique look for their epics. I know I tire of seeing my clones all over dalaran.
The gathering professions perhaps should be able to do a little more than just smelt, pick and skin. Perhaps let them go through another phase of refining. Smelt and then combine for differant types of metals. Pick and then perhaps cultivate in a special bag, Skinning I don't know.
There is a lot they could do for sure.
Karilyn Aug 8th 2009 4:47PM
So let me get this straight...
You posted 31 minutes after the article was posted...
And then you feel so proud about making this first post, that you felt the need to scream about it.
...I think I want to go cry now...
scarab2501 Aug 8th 2009 5:18PM
I think professions need more functionality. Engineers can make items that aid the engineer like the parachute item. Now, why can't tailors make a parachute? Why not outragous costumes? My favorite addition to tailoring would be to take pigments from Inscriptionists and be able to alter our armour color! Blacksmiths (as people have been saying for a while now) should be able to repair in the field, kind of like in Oblivion. Also there needs to be a better balance between professions and the usablity of crafted items. My Leather working Shaman rarely used the items he created, and even less when I took up the dragonscale expertise. I'm not really sure why he's still a LW! All I'd ask of Blizzard is to allow us the option to obtain food bags! Something to store all the meat and fish I have and not have it spread throughout 2 or more bags that I could be using to store much less useful crap :) 40 slot anyone?
danawhitaker Aug 8th 2009 5:25PM
The biggest problem, outside of some of the things listed here, at least for me, is that, without utilizing trade and spamming my Jewelcrafting book, I have no work. No one asks me to make anything because no one *knows* I can make anything. I'd gladly stay logged into my toon for a few hours parked in Dalaran while doing stuff around the house if there were an *easy* system of advertising that I can cut gems and make necklaces and rings.
Why not add a LFG-like system for crafters, where people can set themselves as available to make things. That way, other players can easily find them, and it makes it so that people who don't want to be bothered to make things won't be bothered, but people who are bored or have spare time on their hands *can* do so without subjecting themselves to the horrors of trade chat.
The only addon I've found that serves a function similar to this is Gnomish Yellow Pages, but it's in reverse. You capture all links in trade so *you* can contact people. I couldn't find a reverse functionality.
SpearXXI Aug 8th 2009 5:35PM
Blizzard should add the option like you said to make it known you are looking for work. They could do it by you going into your skills and toggling a button next to your profession you want people to use and it could open up a Looking for Work chat channel. Then when you are not in the mood to work, just toggle it off. Another thing they should do is make a similar thing for tanks and healers, because I have had a full group of dps and a healer, but could not find a tank for the life of me. If there was a way to search, /who tank (because they toggled tank option) we could find someone a lot quicker....
Malkavos Aug 8th 2009 5:41PM
I love the idea. They can call it the LFW channel (Looking for Work).
Shoryu Aug 8th 2009 6:18PM
@ spear
you do realize thats exactly how the lfg system works now.
Volya Aug 12th 2009 7:34AM
I don't know if this will be particularly useful if you're not willing to sit in cities for a little bit but GemList could be helpful. It enables other players to whisper you and see what you can craft in an automated way without you ever having to know that someone whispered you. As long as they get the syntax right. I used a similar add-on for enchanting and it saved me a lot of time and helped my customers a lot by giving them control to look for whatever they wanted and giving them instant answers regarding mats of an enchant or if I knew one. This should be the same way. I'd have a simple chat macro "375 Enchanter LFW, whisper !enchant to see list of enchant available!" Obviously you could advertise however you see fit. Check it out at http://wowui.incgamers.com/?p=mod&m=3969
I'm not sure if it will list items other than gems (i.e. necklaces and rings,) though.
schm0 Aug 8th 2009 10:05PM
I really like this idea. It would pretty much reduce down significantly (and perhaps increase the drivel that is *actually* discussed there) but perhaps it might actually be used to discuss options. I'd have no problem receiving a tell from someone asking for a specific enchant, etc. You could even make it searchable, so that if you are looking for a specific recipe, you can narrow down a list of people that are online and open for crafting for that specific gem cut or epic cloak.
Aklen Aug 9th 2009 10:03AM
Well, If trade chat would work the way it was designed to be this wouldn't be needed. After all, aren't people with professions supposed to be trading?
Desmentia Aug 17th 2009 5:32AM
It's called the auction house.
ladygamertn Aug 8th 2009 5:36PM
I am not a dungeon crawler nor a raider. I have to buy frozen orbs when I need them. I would like to see recipe ingredients that non-instance/raiders can get without having to buy them at outrageous AH prices, like the Arctic Fur that drops from skinning.
vanye111 Aug 10th 2009 11:40AM
Frozen orbs cost 10 Emblems for purchase. That is 2-3 heroic runs, which also has the advantage of dropping a frozen orb from the final boss...
Malkavos Aug 8th 2009 5:37PM
The funny thing is, he only came in a minute behind the first reply.