Years ago I was at a Turbine / DDO sponsored gathering enjoying an adult beverage talking with a Senior Associate Producer about forthcoming Module 8. It was one of those conversations that sticks with you. I was assured that the updated version of crafting in Module 8 would make crafting from Module 6 obsolete and that Turbine was already looking at ways to revamp the systems in Module 6 to the new standard. The systems used in Module 8 supported Dragontouched Crafting which was supposed to replace Green Steel Crafting as the new standard. Even 8 years later I still chuckle at the notion.
The humor continued later that evening when Developer snorted his adult beverage through his nose when I started asking more detailed questions about Dragontouched Crafting. Seems he did not share his bosses believe that the simplifying the systems of green steel crafting into what was being used in Dragontouched was going to sit well with the player base.
I am very much reminded of that story as I consider the changes to Cannith Crafting.
Simplifying systems does not automatically make for a better system, and I am not sure if simplifying Cannith Crafting were worth the effort.
I have been using Cannith Crafting since it's inception in Update 9, while there are a few players that have crafted more than me since that time, I doubt the number is very large. As we get ready to move into the new system I figure I will have just under 200,000 Cannith Essences after I convert my old essences over. My gargantune Collectable bag is over flowing with common collectables and in the case of many uncommons the numbers are measured in hundreds, while rares might be closer to dozens.
The reality is in a matter of hours after launch of Update 32 I may not be capped but I will clearly be over level 320 and making Cannith Crafted gear to fill many holes in multiple characters inventory, caused by the New Random Loot.
For me that aspect will clearly be a success.
Talking to my Guildies in the three guilds I am apart of offers a very different perspective on the reworked Cannith Crafting.
Most player have enough old essences to make a hundreds or a few thousand new Cannith Essences and when it comes to collectables more than a few players were satisfied with their small or medium collectable bags worth.
When their experience rolls over levels like 50, 60 and maybe if they are lucky 100 are in their future.
These players are more likely to hand over all their essences and collectable to me and ask that I level high enough to create unbound shards for them rather than go through the work, grind, to level up their own characters.
I am not sure I would call that success.
Further as I look at the system and required levels of various of items that may be of use to players with no crafting experience or levels in the old system I am not sure they can collectively craft enough to make it worth their while. The problem isn't the crafting but collecting the essences and collectables required to craft. I figure to reach a useful level we are talking 2500 essences, when players are collecting 10 to 20 per quest we are talking 125 to 250 quests. Even running everything on Normal that's almost an entire heroic life of a character.
I find it difficult to accept that many non-crafters are suddenly going to be converted when they start realizing how much work needs to be done.
I clearly don't think that is anywhere near a success.
The use of collectables and the amount of collectables is probably the most troubling for many players.
I understand most of the reasoning including a potential byproduct of slowing the game down for players. How many power TR run players get every collectable in a quest? I know on my Triple Completionest project it is one of the few characters I play that doesn't grab all the collectables, it slows down the run too much. Now suddenly those three mobs and the pile of rubble off in the corner I always skip will become more mandatory to get. A few seconds a quest, a few minutes per level, an hour may be two per life?
I know many players are concerned about the quantity of uncommon and rare collectables in the recipes for bound and unbound shards. On the other hand if they make the recipes less expensive by even a couple of collectables the power creep will be substantial. Currently with the New Random Loot I have difficulty finding items to fit into every slot for every build. There are too many poorly matched pairs on items. My success rate I think is about 1 item in 60 or maybe 1 in 75 that I keep. Suddenly if I have the power to craft everything I need that is equal value but now slot absolutely everything precisely where I need it, imagine the power of all your characters, and the worthlessness of the New Random Loot other than a source of Cannith Essences.
I suspect however that Treasure Bags dropped by Mobs upon death will become like Mysterious Remnants and get a short three minute timer before they disappear. That being the case I hope Turbine creats a mechanism much like Fragments of Token of the twelve where any character who are within the circle map of the mob on death automatically collect the treasure bag, same for Mysterious Remenants as well.
You can make similar arguments on Flexible Shards.
I think that from a players standpoint this is not successful as we would like, but from a developer standpoint this reigning in of crafting is a good thing.
Players that were hard core into crafting purchased Gargantuan Bags (usually multiple), extra Crafting Storage and sometime even invested into second accounts, not to mention others that dropped thousands of Astral Shards on large enough guild ships to support their crafting habit. Suddenly the loss of two dozen different items required in crafting makes several of those purchase questionable.
I am sure there will be a few gripes about that, but is it a good thing.
There are a number of things that success cannot be measured yet, even though I have some suspicions.
The simplification of the crafting system from three schools to one is something I find pretty frustrating. On the surface when we were asked it seemed like a no brainer, however as I look at the new system I am not so sure. Does changing the minimum level of the basic items (usually by a factor of 3) push potential new crafters out of the system. If a strength shard was level 30 in Divine opposed to 100 in Cannith would it be easier for those players to achieve?
Will the Auction House and to some extent the Shard Exchange suddenly be emptier of items that are of questionable value? Will the lucky finds of New Random Loot become even more expensive? Will some entrepreneur start crafting tons of unbound shards at low levels?
Will players with high level crafters make the gap between the haves and have nots even greater? Will more players suddenly become have nots?
There are more questions that need answering, even though the Devs may not be in position to answer.
Will systems be put in place to help revitalize Epic Gear Crafting, Raid Loot, and Epic Raid Loot? Will I be able to raise the minimum level on that gear to 30? Imagine a Level 30 Sword of Shadow or Gyroscopic Boots or ....
How is this system going to interact with other crafting systems? Like Alchemical Crafting, Stone of Change and Incredible Potential?
Can this system be used to improve named items?
What happens to Eberron, Khyber, and Siberys Dragonshards?
Now that collectables are in use for something how about gems?
In the end I think parts of these changes are a minor step in the right direction and I think there is potential in other changes to improve the game, but I cannot say the system as a whole is a success.