... said:
That thought had crossed my mind, but I have never tried Eve, Will have to look into it.
Sooo, since that issue seems to have been, at least partly, taken care of then I will have to go with
Pointless tradeskills. Harvesting goes in here somewhere, but others have already covered that, so I am not going to.
The tradeskills in WoW are laughable. They are a component of the game that is basically open to everyone. This in and of itself is not bad, but it really lessens the value of even having tradeskills. 99% of the WoW population is a 300+ crafter of something. Working up tradeskills in that game is ridiculously easy, and it makes them virtually worthless. Though, there are the few skills that are needed for raids and such - alchemy and enchanting, and now jewelcrafting.
I would like to see tradeskills that you have to actually work for. And by work, I mean - you aren"t going to be a top-level guild tank who also crafts armor. EQ2 and Vanguard I think tried to sort of go this direction, by attempting to make tradeskills a long grind and almost an alternative to leveling traditionally.
But damnit, if I am going to be a blacksmith, or tailor or whatever - the stuff I make should be very comparable to the best stuff people are getting out there adventuring. As well, being that I think that should be the case - tradeskills should NOT be something every player can pick up and max out. Becoming a level 10 smith/tailor/whatever should actually mean something. People should be banging down my door for my weapons and armor or whatever it is I make.
If I am a blacksmith, I shouldn"t have to compete with 100 other blacksmiths on my server. There should be a handful - at least only a handful who are "master" smiths. I should be able to craft uber_sword_of_dragon_slaying01. It should also take time to make. It should require hard to obtain, or pricey materials
Maybe make tiered crafting, where you have the people who like to dabble in it some - they make some normal run of the mill stuff. Then you have the people who play the game to craft. People like Rijacki from EQ2 who virtually lived and breathed crafting. She is an alchemist on AB. She is the type of crafter who, should be spoken of like "if you want the basic stuff, ask in /trade. if you want the hot shit, talk to "jacki".
I guess WoW really jaded me to tradeskilling. It was pretty ridiculous, when you needed a enchant, or a stack of pots, or some armor made - there wasn"t one or two people you went to. You asked in guild, and then five people responded with "yeah, I have like three alts that all can do that".
All that said, tradeskilling shouldn"t become a second job - but it should be a way to establish one"s self in the game, the same way we currently do with adventuring. Most servers have a couple fucking awesome tanks, some decent tanks, then a bunch of mediocre or just down right horrible tanks. Likewise, there should be a few elite smiths, some decent smiths, than a decent amount of so-so/bad smiths. The bad smiths make your horseshoes and your decoration/rp armor. The master smiths make the armor you are going to pwn some raidbosses in.
Edit: Also, kind of going with some of the above comments - tradeskilling should *not* be
requiredfor raiding or progressing in adventuring content. In WoW, I dumped LWing so I could go herbalism so I could go pick flowers for all the mana potions, 20 elixirs, flasks, etc that I needed for raiding. It"s one of the reasons I cancelled my accounts - I spent a shitton of time not playing, but farming. Fuck that. Tradeskill items should give you *significant* advantages in adventuring. It should not be required though. This is why I think the kick ass items should be expensive, and hard to acquire - or at least consume a lot of time to make. You want that elite potion that makes you heal like a god? Fine, it"s going to take a long fucking time to get it. And you only get to use it once or twice. Maybe a little excessive - but tradeskills need a purpose. Currently, aside from a few in WoW, they really don"t serve any.