Posted By Malais at 06:39 AM - Tue Apr 10 2018
Therein lies my question. To this point we haven’t had any real hints as to the level of detail or difficulty in crafting components for each end use item other than the blanket statement of crafters needing to collaborate. It would be nice to have at least a general idea of how Snipehunter and Co. want crafting to feel and what their backup plans to account for human interference in the system.
The intention is to create an interdependent web of crafts, moreso than it is to force you to require other people. My take, personally, is that if you want to try your hand at being the one-man crafting-crew, more power to you. However, what you will find in the attempt is an intensity of labor.
Nothing in our systems says you can't master bladesmithing and push your woodworking and general metalworking high enough to produce good guards, blades, hilts, and pommels, for example. On the other hand, the time it takes to produce all of these, as well as the various pins, adhesives, and other fixtures means that you're going to be spending a while to produce a single sword. Just forging the blade may take a few minutes, but that's compounded in nearly equal allotments for the major elements of the weapons and all of the minor materials that are part of the process also take, collectively, a few minutes to make as well. Assuming the weapon is a challenge for you to make, we could be talking about an Elyrian day of work. Even as a master it will still probably take you 20-30 real-time minutes from scratch, factor in travel time between the various stations.
It could very well be that your product's quality and the particular properties you impart as part of your use of techniques make that effort worth it - people could very well seek out your weapons. But if you're not as well known, and the blacksmith next door can knock out a decent sword in 1/5th the time because all she has to do is forge the blade from an existing billet and assemble the pieces she picked up at the market, that quality -- and that labor -- that you invested might go to waste. You may not be competitive.
Which is actually much closer to the point. Our goals here are to support the connected economy while leaving the tactical choices of plying your trade up to you. There's a demand for everything every trade can produce, which will support a wide network of tradesfolk across a broad spectrum of skills in the pursuit of their own economic niches, but which niches you pursue and your strategy for doing so is up to you.
As for how we want it to feel? We want you to feel like you've accomplished something when you successfully craft something. Crafting isn't a side-gig every player does. That's not our goal. The system certainly supports hobby work, but you can't expect it to make you money because the game is populated by people who are "serious" - career tradesfolks who dedicate the entirety of their skill growth and available time to the endeavor. (Both NPCs and players, for that matter) Crafting a sword isn't the same as taking out a trash mob in a traditional MMO, it's bigger than that. It's more akin to a floor boss in a JRPG in terms of scale. Barring some rare exceptions, such as stepping into the young heir of a smith, you won't be forging swords on day one. Though, if you had a recipe and knew the techniques, you technically could try.
Hope that helps! :)