This NEEDS To Happen For Professions To Be Successful - The War Within Alpha
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- Опубликовано: 22 авг 2024
- I have some early feedback for professions in The War Within alpha that can't come early enough. One of the biggest setbacks for players interested in professions were that they were confusing and unclear. Addons eventually resolved this, but I have simple proposals that ought to be built into the game straight away.
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Anything that improves the ingame understanding of the system is a win. Even a simple re-write of the tooltips could go a long way. Plain simple English. Thematic language is fine, but not places which are mean to help and provide guidance.
Knowing what skills impact a recipe would be a huge dub, absolutely needs to be baseline and not in an addon.
The crafting system and work orders literally killed me off from playing alts in DF. I have my main at max level tailoring and enchanting and that’s it. Haven’t touched an alt all expansion, the thought of having to level an alts profession gives me anxiety. Never been an issue before.
Most important thing is to create a proper catch-up on the knowledge points for professions. You know the one that the DF professions are still missing to this day..! Maxing out profession trees shouldn't take so damn long atleast not for alts after you've completed professions on your main.
Profession needs NPCS orders, that Order System ATM only works if youre at front of the curve, if you beginn to be behind its not working anymore
So many quality of life options should be added to the war within, i agree
Professions like the rest of WOW continues to get more and more complicated and frustrating to a point where I only pick weeds and mine ore.
*On the other side of the spectrum, I honestly always thought they were boring and mindnumbing.* I'm a huge fan of crafting. It's my favorite thing in a lot of RPGs. And the difference between it being fun or just being there is usually whether you feel getting better at it. That's why I love the Atelier series.
In WoW though, there was no real engagement to old professions. You just bought the recipes and clicked buttons until you got 20 of something. There was 0 decision making to it, even tic-tac-toe was more fun. And other MMOs were making crafting systems more fun and/or engaging, like FF14.
*Now professions actually feel like something you can be skillful about.* The more you learn about it and how it works, the better you get as a crafter.
WoW is an RPG. RPGs are often better when they have complexity to them because you can get better by learning rather than just by improving your reflexes.
*A complex game may be frustrating to some, but it can also be very frustrating to have nothing to learn.* Just pushing buttons for the big damage skills when off-cooldown without much, if any, consideration like before wasn't fun either.
A profession road map for skill point allocation is a good idea Soul. The ideal profession road map for me would be one that charted the best path through all of the skill point selections that would focus on the most efficient first-time crafting bonus progression. Any chance you could make that happen?
I'll probably focus on the builds that I'm most interested in because there're so many possibilities, but yeah I'll share my plans as we get closer to launch
@@SoulSoBreezy Look forward to it! Thanks
I would like a UI addition like the renown track so that when you click on a node you can see what each 5 or 10 points earn you and what a full node actually does.
Great suggestion, even if it is not per recipe but categories. It cost me dearly in DF and got most of my elderly friends to shy away from crafting, or put whatever wherever and have no idea why things were never working out. Some followed web advises that did not suit their crafting at all. Clear, simple, straightforward wins the day imho.
I love your war within coverage soul
I feel like this is a video you submitted alongside your resume for a job application haha. It’s exceedingly well done!
Completely agree with this suggestion, just like how raiding should be made to be less reliant on addons so should professions. More cognitive offloading needs to be built into the base UI
My problem is taking 5 weeks to farm one recipe! (JC diamonds)
Good idea. They count too much on us being intuitive to what they think we should know and understand.
I believe there should be what you're talking about with an added walk through tutorial on the whole crafting system for players that may be new to the current professions. Many will not have had any experience with professions this expansion at all.
After applying skill points you should be able to change them until you craft something. That way if you assign points thinking you're going to be able to do a thing and then when you go to do it you realize you can't, you should be able to get those points back. Once you craft something though, you're locked in.
specialisations should be like hero talents. have 150 points of normal crafting then the bonus items once expert
Sorta did this in cata. Potion master. Transmute master. Even sort of engineering with gnome and goblin.
I maxed engineering in DF and of course its entirely useless outside of old nitro boost on belt.
I really wish gaining knowledge points was a bit more plentiful for professions I am fully unmotivated to do any work on my alts professions which feels bad
Nitro boots! The only belt tinker worth anything.
Anyone that enters an expansion late (within reason), should be able to max out a profession and get at least several months good use out of it. In the current system, this is not possible.
They need to severely start ramping up the knowledge points around the mid point of an expansion and increase them even further as the expansion goes on.
As an example, if you enter an expansion with six months to go, you should have at least 4 months of play with your profession maxed out (as long as you are being active in your profession).
This exists now. And I'd argue that it'd be even more misleading to give people a big catchup with the expectation that they'll be able to a "several months good use out of it."
I think of it like this. If right now in season 4 I were new to dragonflight and tried out professions, I'd have all these points that I frankly don't know what to do with, and don't have enough experience in the market to even know what would be best. One would counter hey, maybe they just want to make gear, to which I'd say they can do this without needing a profession at all.
Also, I know how I myself would treat catchups. I'd raise an alt army and flood the market with my coverage and expertise, meanwhile more casual players are like hey cool, I have this profession and still litle to do with it.
Not to say that what we have is 100% fine either, but there's a consequence to just dumping points onto players as opposed to helping them grow into professions, cause that takes time even with the best instruction.
@@SoulSoBreezy This really does not exist now. You can’t go from zero to maxed out in two months, and at this point, you should be able to.
Without an aggressive catch up (far more aggressive than they did in this expansion), people will start to adopt a “no reason to get involved with professions” attitude when they arrive late to an expansion. This will eventually lead to even less people doing professions… which will ultimately lead us right back into the old system, only easier (because Blizzard has a tendency to overcompensate).
Think of it this way, you do a whole lot of videos about gearing up… and a persistent pattern to them is that each time, catching up gets even easier (way easier) as the expansion moves along. This should be applied to professions for the exact same reasons.
...yah huh it exists! lol
Near every profession can be brough to 100 in a few hours and one could get very close to mastering (R3/5) a given recipe almost straight away.
What it looks like you're asking for is a catchup to get a crafter to be more than just a specialist but an all rounder like the veteran crafters which I don't find realistic or even necessary. Speaking for me I have a round of crafters who don't have max skill and have specialized in only one area of expertise and have been very well off.
I learned to work with what I got. I believe others can do the same with the right tools and a bit of determination.
@@SoulSoBreezy Prior to DF, people did actually tend to max out their professions (rather than stop dead once they found one or two particular things to make). It seems odd to me that people would think that only having a thing or two to do well would feel very satisfying for most crafters. I just don’t think that is going to attract much of an audience for the latecomers in the long run.
@@SoulSoBreezy Bringing a profession to 100 points is not the same as maxing, for one thing you have very few of the recipes at 100 with no skill points spent, and bringing it to 100 in an hour would cost a crapload of gold. What new player has a crapload of gold?
I could go for just showing the base quality icons the names on the recipe list 🔸
maybe 2 icons like (🔸 ->🔹🔹) to show the quality range possible with better materials
I think I'm out my out of professions I just don't see the point of it anymore
How can you earn more knowledge, the 3pts per week from quests is tired AF
How about the old way. If you learn a recipe you can make it...period
I'd rather not go back to the days of 2 epic recipes locked behind a raid that only the crafter can wear
From.legion to shafowlands i maxed ALL professions. Right now im done engineering and need 30 more points for blacksmithing.
Almost every point i put in feels useless or a waste. "Oh sure would be nice to be able to make those boots for someone, guess ill just logout"
Maybe respecting might cause points. And the points increase exponentially. For instance, the first time you respect, you lose 1. The second time you respect, you lose 5 points. The third time you respect you lose 7 points. The fourth is having respect it cost ten points or whatever. Of course this suggestion is only as good as the ability to gain new points.
All I want is cumulative points. Only being able to get a fixed weekly amount makes it pointless and discouraging for new and returning players to even start professions.
IMO. The only professions that matter at all are cooking, jewelry and alchemy. Everything else is only to help you get ready for where the gear actually drops. Else everything is the same for everyone and no way to make something unique.
Agreed! Also, am I the only one that finds interfacing with trade chat insufferable? It's so antiquated... we need a new way to advertise our services! We have crafting orders, why not crafting offers?
Posting offers to work would be a super quick race to rock bottom prices with crafters competing with each other to find work
Remember you couldnt even open AH and the profession window at the same time. Like you could since the birth of WoW. Yeah, professions took a.kicking this xoac.
I think the current crafting system is a major FAIL. It relies on people grinding from the beginning of the expansion to get elemental items and skill points. Alts take a really long time to skill up. I have an enchanter that can only skill up if I purchase large quantities of awakened [whatever] and resonant crystals because she hasn't spent enough time in the world to gather enough herself.
My revamp:
- Recipes should be earned every couple of points so there are always things you can make to keep increasing base skill
- Trees should only differentiate types of items you can make, nothing else. They should be the source of your new recipes.
- Multicraft, refunds, and inspiration/concentration stats should be separate gauges for which you get points from the weekly profession quest. Let people decide which stat they want to increase each week (selectable quest reward), and once maxed, give bonus materials.
Hey there. Do we loose all our flightstones and crests with this new season 4? Also, are we unable to upgrade gear from season 3? I've been away for awhile
yes and yes, you'll have plenty of success replacing your gear
@@SoulSoBreezy Thank y ou
I don't agree clarity is the issue with professions, honestly. I mean, sure, it's lacking clarity, but that's not what makes professions not fun in DF (and unfortunately soon TWW).
Professions, especially crafting ones, are just too much work for too little gain. You can no longer 'just casually do' a profession and get anything out of it that even remotely equates to what you have to put into it. It's a resource sink for anyone who isn't a hardcore crafter.
I think the system needs to be dumped. Professions were better before DF, period, imo.
I disagree. If you don't want it to be a resource sink one simply has to learn how to not make it a resource sink. Making the learning part of it easier will help.
@@SoulSoBreezy But that's the thing: It's impossible for a casual crafter to do that. You have to at least 'act' like a hardcore crafter to get something worthwhile out of a crafting profession right now and that just isn't fun imo. I suppose that quality levels are one of the main culprits right now that make professions not fun for me.
Odd to suggest that learning and studying leans hardcore.
@@SoulSoBreezy It all depends on how much 'learning and studying' is needed. But I'm not just talking about that; the work involved just doesn't compare to what you get out of it, as far as I'm concerned. If you compare the amount of 'investment' before and after DF's profession changes, it's insane how many more hoops you have to jump through to get to basically the equivalent point in DF when compared to previous expansions.
Unlike previous expansions we can now make mythic-level gear for every slot, every class. It's not so insane that there're hoops to jump through in order to achieve that without marginalizing other ways of obtaining gear.
Hello! Housing would fix professions! Bye!
Talent tree professions are convoluted, annoying and just a complete pita. (imo)
Craft sim is bis 😊
Just make craftsim integral to the game.
No no no no no.. all you are doing is bandaging the mess they already have.. throw all that crap out.. pair it down to just three craft traits.. Knowledge, Proficiency and Mastery
Knowledge = skill point gain to quality
Proficiency = efficiency for speed and resource use
Mastery = bonuses boosts and maybe additional benefits of having reached mastery
That does nothing to address the topic I'm bringing up though
@@SoulSoBreezy Crafting.. imo, you were trying to justify current mess they have and trying to purpose how to polish that turd.. what Im saying is, scrap that mess completely and streamline it
You call it a turd, I call it a game to figure out and I did. I want to help people out so they can reach the same level of understand I have, but they gotta want to first.
You know what NEEDS to happen? A lil more focus on PVP.
As a non pvper, I super agree. Back in the day I first rolled on pvp servers because I wanted to feel that tension. War Mode doesn't quite deliver on that
First comment send me 10 gold plz