144090-what-is-the-point-to-weapon-crafting

== Content ==
			I used to do weapon crafting for money, and it was good. And the weapons were on par with some items on dungeons but able to specify the stats. But now the AP / SP even with the best of cores is still less than veteran dungeons...  The GA one with GA core isn't that great either..  I'm just not seeing the point in bothering with crafting anymore. Am I missing something?	
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			Master Craft that use 72 cores and dungeon matrix can be attuned to 88 which is higher than dungeon.	
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I used to do weapon crafting for money, and it was good. And the weapons were on par with some items on dungeons but able to specify the stats. But now the AP / SP even with the best of cores is still less than veteran dungeons...  The GA one with GA core isn't that great either..  I'm just not seeing the point in bothering with crafting anymore. Am I missing something?
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SWG crafting > all others.
 
Without permanent item decay there can not ever be anything like a real economy. 	
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SWG crafting > all others.
 
Without permanent item decay there can not ever be anything like a real economy. 
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{| class="blockquote"
SWG crafting > all others.
 
Without permanent item decay there can not ever be anything like a real economy. 
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{| class="blockquote"
SWG crafting > all others.
 
Without permanent item decay there can not ever be anything like a real economy. 
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Even in less complicated systems where blueprints are locked to specific stats you can still have a viable economy so long as gear is not immortal.
 
Look no further than EvE Online for proof of that.  Yes, every ship that is made from a blueprint will have the exact same stats, but when a ship in EvE blows up it's gone.  No resurrection, no respawn, no second chance.  Go buy a new ship.
 
And it is precisely because gear gets used up (ammo) and destroyed (everything else) that their economy works.  Heck, EvE's economy has been the subject of studies by actual, real-world high-profile economists.
 
But in Wildstar, using the cookie-cutter format that WoW pioeneered way back when, the worst thing that can happen to your gear is that you'll have to click the "Repair" button at a vendor.  Big whoop.  No degredation, no real loss.
 
Now of course SWG had armor & weapon repair but there was a catch.  The game was designed so that even with the best toolkits and the highest skills, the best rating you could get for a repair job was 99%.  Meaning that ever time a item got taken in for repairs it's maximum health would drop by at least 1%, no matter what.  That 10,000HP armor would drop to 9,990HP even with a perfect Armorsmith using perfect tools.  So even the best made equipment would eventually reach a point where they were down to 10% or less of their original hitpoints - which meant breaking down & becoming useless after pretty much every fight.  At that point you would have little choice but to go out and get a new item.
 
That's what kept master level Weapon & Armorsmiths still in business even after they had saturated the servers with enough product for everyone to have one of everything.  Even if every character on that server was issued Full Composite Armor eventually that armor would get banged up and people would have to come back and get it repairs.  That was another key element: Repairs weren't done by tossing coins into a vending machine.  You had to find an actual player who had learned Armor/Weapon smith and have them repair it for you.  How much did that cost?  Whatever they felt like charging you, buddy.	
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			Have you guys considered that just because one system worked, that doesn't mean others can't work? There are games with great crafting systems and great economies where you don't even need to repair your gear at all, and money sinks come in other forms. All there has to be is A) a challenge in crafting B) a fun experience in crafting C) Demand for craftable items D) money sinks.	
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