136713-are-the-daily-crafting-missions-worth-it

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I was looking at the level 10 quests I got for crafting as an armorer. It would cost me 4 of the 18 gold I have made by level 16 to do just one of the dailies.
 
I would need to buy 4 gold worth of just vendor items in addition to all the stuff I would need to farm.
Why would anyone want to do this?
 
 	
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I was looking at the level 10 quests I got for crafting as an armorer. It would cost me 4 of the 18 gold I have made by level 16 to do just one of the dailies.
 
I would need to buy 4 gold worth of just vendor items in addition to all the stuff I would need to farm.
Why would anyone want to do this?
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			Ok, then can you tell me what and when I level wise I'll need any large sums of gold for? Is it Ok to spend my gold on crafting or is it going to gimp me later on in levels? Should I just wait until I'm at Max level to craft at all? 	
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Ok, then can you tell me what and when I level wise I'll need any large sums of gold for? Is it Ok to spend my gold on crafting or is it going to gimp me later on in levels? Should I just wait until I'm at Max level to craft at all? 
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			I never understood why MMO designers keep making the same mistake that all the other MMO's make as if it's scripture. If your crafting system takes so many resources that you are always behind the leveling curve, what's the point of having a profession at all? If you can't make useful gear to level with, why even have leveling it? Why not just make it something you buy at game cap? It seems like a giant waste of time on every MMO ever because they care more about making it a economy sink than they do making it useful to the players so it goes unused 90% of the time. 	
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			Don't get me wrong, it's very possible to craft while levelling, especially if you are gathering your own resources and playing the market. I'm just lazy when it comes to crafting...	
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I never understood why MMO designers keep making the same mistake that all the other MMO's make as if it's scripture. If your crafting system takes so many resources that you are always behind the leveling curve, what's the point of having a profession at all? If you can't make useful gear to level with, why even have leveling it? Why not just make it something you buy at game cap? It seems like a giant waste of time on every MMO ever because they care more about making it a economy sink than they do making it useful to the players so it goes unused 90% of the time. 
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I originally picked up tailor because my friend picked up technologist ( I wanted that profession lol) and went and done some of the first crafting quests and was blown away by the cost it was to make the items for the quests. So I dropped it completely. 
 
Crafting is a big hobby I have in MMO's. I'm sure it's not an issue to level it at 50 though. Just too expensive for the return out of it early on. Not sure if others find it a problem, but hopefully they might take a look at it and adjust it at some point.	
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Definitely an issue I've seen time and time again. In this case the cost needs to be reduced for the vendor items needed and the cost of actually crafting the item needs to be reduced or removed entirely. As a weaponsmith at level 14 I still cannot craft any weapons better than what I currently use and I have second tier unlocked. Crafted items should also be better in quality than dropped or quest reward stuff 90% of the time unless it's from a dungeon.
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Get a gathering profession to supply the mats, salvage all the unneeded gear you get for powercores and you should have no issues with crafting.
 
Crafting while levelling in general will never be useful though, as you simply outlevel your items way too fast. They could reduce the rarity of high power cores on the lower levels so that you could somewhat reliably craft rare or even epic gear, but you'd still drop them in an hour simply because you're 5 levels higher again.	
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			I think a mistake people are making here is the difference between leveling your profession and doing the crafting dailies. They may seem like the same thing based on other games, but they're not really. I think it is a mistake for the game to give them out as early as they do, but it doesn't bother me enough to argue about it. Leveling your prof means completing the boxes on your tech tree. Doing the dailies means earning currency that only matters for high end crafting or changing your talent points. It's important, but not while you're leveling.I'd focus on gathering your mats, occasionally doing some crafting when it suits your mood, but generally ignore the dailies until max level. You won't need the tokens until then, and while having a stockpile is nice, it isn't essential and the pain of doing them when you don't have the money isn't worth it.Usually I sit down after I've cleared the zones with a certain rank of crafting material (once I start seeing the new kind) and use what I've gotten to complete as many boxes of my tech tree as I can. Sometimes if I see a particular item in my tree I want or feel I need to cover a gap in my gear, I'll work specifically toward that.
			
				
	Edited October 4, 2015 by Lemurian	
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			there btw seems be still very bad decision on prices of weak cores... 1st tear costs 10 silver each and is meant for L10-19 crafters... t2 on other hand is 80 copper... and is ridiculously cheap to use, where as t1 is ridiculously expensive...anyone see very very bad decision here?:D	
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			So crafting isnt useful for leveling but it is for endgame?	
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			Crafting is always useful. The crafting dailies, however, are not.	
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Crafting is always useful. The crafting dailies, however, are not.
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Definitely an issue I've seen time and time again. In this case the cost needs to be reduced for the vendor items needed and the cost of actually crafting the item needs to be reduced or removed entirely. As a weaponsmith at level 14 I still cannot craft any weapons better than what I currently use and I have second tier unlocked. Crafted items should also be better in quality than dropped or quest reward stuff 90% of the time unless it's from a dungeon.
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I would really like to see an option where the "Random stats" are slightly less *cupcake*ing random. I tried to make myself a chest item today at my level and got 6 mostly or completely useless stats on the items every time. I went through all my mats and just ended up recycling them because I don't need things to make my healing better as a warrior or critical hit bonus as a tank. 
 
It would be really nice if you could unlock the 'DPS or Utility' slider BEFORE it randomly chooses stats because I used all the titanium I had and ended up with jack and shit to show for it. 
 
A "Class specific' button would be nice as well so you can at least know it's something your class can use instead of random ass stats for healers on warrior gear like Focus Pool and Vigor. What the blue blazes would I want with extra effective healing? I don't even use a focus pool. 	
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			Ehm... You do know you can click the slots and change to a different stat, right ?	
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Ehm... You do know you can click the slots and change to a different stat, right ?
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A choice between two or three stats I don't need is still gear that only has stats I don't need. Why it's random stats at all I have no idea. The whole point of crafting is to make custom gear.
 
if I wanted random stats I would just use the gear that drops from quests. Crafting is WAY too costly for there to be random chance involved. The whole idea of it being random is bullshit to be honest but the devs don't care if the system works for us, they need it to work for THEM because they want us to waste resources on it. 
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What the hell are you talking about ?!?! You want gear with only crit, crit sev and multi-hit? You can get it. Regardless of what slots or what stats are already in them, you can change them to what you want!
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			I am fully aware of those facts, and I fully disagree with your conclusion. Now can you stop acting like a child? Thank you.	
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I am fully aware of those facts, and I fully disagree with your conclusion. Now can you stop acting like a child? Thank you.
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Math doesn't lie: Level 12 and 14 patterns are IRRELEVANT.
 
Look at what matters: master level crafting. There, the difference is less than 1/3 of one iLevel. Instead of maxing out the cap at +49% charge to one node, it maxes out at +41%. This results in a 16 rating difference. SIXTEEN! This is nearly negligible. Stop talking about level 14 items and trying to annoy other people by using images and OPEN YOUR EYES!
 
EDIT: And by the way, just so you know, I agree completely that this randomness is terrible, as I said multiple times. This does not mean I will let you use terrible arguments to try and address it.
			
				
	Edited October 5, 2015 by Timiniel	
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If you've done the Crafting dailies before F2P, the answer is clearly "no".  Here's why:
 
1:  For each Crafting Daily you must now make 6 items instead of 3.
 
2:  Materials are more expensive per item crafted except for cores, which can be substituted for very low (read: cheaper) grades than before.
 
3:  As you have pointed out, the quest rewards are not proportionate to the costs of leveling crafting along the way.
 
I pointed this out when testing on the PTR, namely the sheer amount of items and gold needed to get full unlocks, as well as the sheer tedium involved in making literally hundreds of items with the shitty (/RAEG!) default UI.
 
Ideally, you should do the Dailies that also allow you to get Tech Tree unlocks, but it's still time-consuming, expensive and grindy as hell.  You could also wait till L50, save some plat and then grind through, but that kind of sucks.
 
Oh, and the dev that thought the current crafting UI was fine after all this time needs to be slapped upside the head.  Repeatedly.
 
/rant
			
				
	Edited October 5, 2015 by Dreaming in R'lyeh	
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Oh, and the dev that thought the current crafting UI was fine after all this time needs to be slapped upside the head.  Repeatedly.
 
/rant
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I just was about to make a post about this. My issue is with the daily craftings. Example is weaponsmith.
This isn't including the cost of the materials I already have farmed to make said items, or their respective cost.
Dailies went from needing 3 of an item to 6 (wtf?)It now cost 8gold and change per craft(why am I paying for something I'm already getting matts for?) (so for max daily = 48-50g , and the other two around 5 and change  for ~60 more gold coming out to around little over 1 plat and change)The platinum wiring needed (2 per item on some 1 per item on the others, so for just grimvault  6gold 25 silver per so at least 24 needed oddly also cost 1plat 50g)All of this (2.5plat) plus the materials for a whopping 4800 Vouchers....  Weaponsmith experience... and no money/items...
 
So every day I have to do a daily that cost me more money then the materials for items I don't get to keep and if I want like a Datascape pattern (24,000 vouchers) its gonna get expensive. Over 12 plat worth of extra cost per pattern...
 
Can someone explain how that makes any sense? Coupled with talents that no longer seem to be as intuitive on which is more important... why would anyone bother with such a crap crafting system?
			
				
	Edited October 5, 2015 by Zulthar	
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the problem with this system is that they designed it looking at it from the perspective of extending play time. It's designed to keep you farming. It's the same thing every recent MMO did. The designers designed it to make you grind because more grind=more investment into the game. However the grind is the one thing everyone complains about on every MMO ever. 
 
The devs designed this system to solve their problems:
1) Taking money out of the economy by making us buy things from vendors. 
2) Motivating people to play more by extending the grind. 
3) To create a variety of game play by adding things like mining and cutting down trees to interrupt the mindless killing. 
 
All of these objectives are fine and welcome however the random socket color system forces people to do so FAR FAR too much. You should be able to craft the gear you need without having to rely on luck and you should be able to craft the gear your alts need and your friends need and the gear you want to sell. All of these things mean NO RANDOM STATS. 
 
The devs have the crafting grind set to 11. They need to bring it back down to a 6. 	
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