I've recently returned to Mortal having played #1 quite a few years ago.
I've jumped in and levelled a few professions up, including Bowery. What I have realised quite quickly is that I didn't really need to bother. The best bow I can make is the one pictured, and at any given time there are 50 of them on the broker for 1g or less with identical stats. Sure, I can make a meta bow, and that is great. But so can half the server en masse, so noone needs my crafted items, they aren't worth anything. If I ran out of mats I probably wouldn't even bother going to farm to make my own bow, despite having maxed out skills. You offer to make them for guildies and half of them just say nah its all good I'll just buy one real quick they are cheap.
I imagine other crafting professions are in the same boat. You make a string of items leading up to reaching capped lore and crafting skills, that are completely useless and are literally dumped out of your inventory onto the floor. Then you can finally make the perfect stat item, just like everyone else. I realise that there are the sliders, and people can experiment. But gaming revolves too much around theory crafting and information sharing these days, and why mess around with sliders when everyone has already figured it out and shared the info.
My suggestion is to add a small element of RNG when crafting items. As a simple example, maybe its only a 5% chance that this bow comes out with those perfect stats. The other 95% the strength required is a little higher, or the weight is higher, or the weight is lower and the damage is lower. Basically, sure it should be easy to craft useable bows. But people shouldn't be able to pump out like 40 identical meta bows from 1,000 crepite. I've gone and farmed spiders like twice and have enough materials to make bows for me and my friends for probably 6 months. If only 5% of those were the best of the best, I'd have incentive to farm more and make more.
Side note: I realise dense crepite exists, but realistically it is irrelevant.
I've jumped in and levelled a few professions up, including Bowery. What I have realised quite quickly is that I didn't really need to bother. The best bow I can make is the one pictured, and at any given time there are 50 of them on the broker for 1g or less with identical stats. Sure, I can make a meta bow, and that is great. But so can half the server en masse, so noone needs my crafted items, they aren't worth anything. If I ran out of mats I probably wouldn't even bother going to farm to make my own bow, despite having maxed out skills. You offer to make them for guildies and half of them just say nah its all good I'll just buy one real quick they are cheap.
I imagine other crafting professions are in the same boat. You make a string of items leading up to reaching capped lore and crafting skills, that are completely useless and are literally dumped out of your inventory onto the floor. Then you can finally make the perfect stat item, just like everyone else. I realise that there are the sliders, and people can experiment. But gaming revolves too much around theory crafting and information sharing these days, and why mess around with sliders when everyone has already figured it out and shared the info.
My suggestion is to add a small element of RNG when crafting items. As a simple example, maybe its only a 5% chance that this bow comes out with those perfect stats. The other 95% the strength required is a little higher, or the weight is higher, or the weight is lower and the damage is lower. Basically, sure it should be easy to craft useable bows. But people shouldn't be able to pump out like 40 identical meta bows from 1,000 crepite. I've gone and farmed spiders like twice and have enough materials to make bows for me and my friends for probably 6 months. If only 5% of those were the best of the best, I'd have incentive to farm more and make more.
Side note: I realise dense crepite exists, but realistically it is irrelevant.