149344-why-do-i-have-to-pay-to-craft

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			I am going broke trying to level my crafting, the items I obtained are so undervalued that for example if I make a greatsword at the level I am I am paying 75 silver coins but the price of the item is like 18 silver coins, what the heck? I collect the materials, I buy the additives and on top of that I am penalized (because that is what feels like it) a huge amount of money to craft? Why, why, why? I have never seeing other MMO where you get charged for crafting.	
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Gold sink, and, unlike other MMOs..you're not paying for training in your crafting skill either. No going to the blacksmith trainer to spend 20 gold a pattern... 
 
The profit in tradeskill so, isn't in what you can sell to the vendor (assuming that's what you meant by the price of the sword$. The gain is in crafting for the dailies, and/or just salvaging everything you can't use to get some of your raw mats back.	
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			So in few words is not worth crafting? I am the kind of player who loves crafting, the collection fo items etc, but this is not worth doing, there is no profit in crafting. You dont get experience to level like in GW2 or money back to make even a small profit. Wow that is just stupid, specially for newer players trying to make a little of money to be able to develop in this game.	
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Crafting to supplement your income while leveling up isn't a wise choice.  I don't know what purpose crafting serves, if any, but it's not a good tool for that job.
 
Supplementing your income while leveling up isn't really a smart thing to try to do.  At the level cap, your experience is converted into Elder Gems until you hit the weekly cap, at which point your XP is converted into money.  Because of this, hitting the level cap ASAP and grinding XP earns more money than just about anything you can do before the level cap (short of playing the AH or commodities markets).
			
				
	Edited January 29, 2016 by Shendorion	
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My fiance and I came back to the game only yesterday. I put in a lot time doing research on the current state of the game.
 
At this time the general consensus is to not spend the time or resources to do crafting. It never becomes profitable nor particularly useful from everything I have seen.	
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			Yep, it is sad, because I love to take my time and explore areas looking for nodes and crafting stuff to supply items to my other characters, I am the type of player who does not rush to level up, because usually after getting there the game dies for me, I know, I know, many players say this game "really" start after you reach level 50, to me after level 50 seems nothing else than a big grind and I am the type of casual player who only have 1 hour here and there so raiding is not for me.	
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*sigh* Crafting is actually really fulfilling in W* (disclaimer: I say this as a capped Technologist & Architect, can't speak for the other crafts).
 
Don't waste your time crafting before you are level 50. The ONLY advantage to it is collecting the daily crafting rewards/achievements as you level which can be nice when you hit max craft level.. but this is only a minor advantage and is outweighed by the costs and time you aren't using to cap your character level.
 
What I suggest to any new crafter just starting the game:
 
DONT take the craft you ultimately wan't to level. Instead take the two gathering classes your craft requires. Focus only on collecting and saving materials while you level, don't sell anything you gather, just save it all until you hit 50.
 
at 50, replace one of the gathering skills with the craft you'd like to level. look through your trees (don't ignore your achievements tree, bonus unlocked here are indefensible for making crafting profitable and more rewarding down the road) 
 
If you make an effort to gather materials while you level, you should need to spend very little leveling your craft to cap. I paid a total of 5 plat to get technologist to Expert Research, as I had several thousand omni-plasms and plenty of rare ores (I only really had to purchase farmed materials that I didn't collect as much of levelling).
 
While leveling your craft at 50, look through your tech tree and level using recipes that are the most efficient. In Technologists case, most of these were medshots or reagents, only requiring one item and then X omniplasm to make. Every tier had these, so they were easy to exploit for levelling. If you wan't to save time, follow your achievements trees while you are leveling your craft. This CAN be skipped till later, but the achievements unlock very good bonuses, so it's best to do them as you go (e.g., one of the top level Technologist bonuses reduces the onmiplasm cost of all recipes). 
 
Once you cap your tradeskill, you reach "expert research" (aka. end game crafting). This begins a different system of crafting. You'll need Eldan data, which you obtain through crafting dailies. These are then used to purchase elder schematics (e.g. the Adventus tier). In the new system, some of the newer things to make require drops from dungeons / raids to craft high end materials and gear (e.g. Top tier power cores that Technologists can make require dugeon and raid drops respectively). By then, however, you should have a good feel for your craft and should be able to get by on your own or with one of the many expert crafting guides already out there.
 
 
So, when all is said and done, you can't blindly craft anything and expect to make money. Certain items along with certain achievement bonuses are VERY lucrative though. I won't specifically give away my big money makers, but there are some items that cost a few gold and time running content to make, and sell for over a plat per. That said, don't underestimate what you can make by selling large volumes of less pricey items. Playing with profit margins is part of crafting, and It changes as the economy does. So, if you wan't to craft solely to make buttloads of money, Don't. You'll make plenty just running dailies, doing contracts, raiding, etc. But if you wan't to supplement your income, make cool and useful stuff, and contribute to your guild resources more actively (or make tons of pretty decor items for your awesome Nazatorium...) then crafting might be for you! My personal favorite is that Technologists can make a stealth item (grants stealth for some seconds). I'm pretty sure It doesn't even work on PvE mobs... but it's pretty fun to be a stealthed Chua Medic just hopping around :3
 
-Naz  
			
				
	Edited January 29, 2016 by Nazryn	
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			I sure wish I knew what you craft as technologist that is possibly worth that much money. -_-; I haven't bothered crafting anything except the occasional datascape power core (for friends' crafted i92 gear), which doesn't even sell much more than the cost to craft.	
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			Because RNG crafting wasn't hardcore enough. 	
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Because RNG crafting wasn't hardcore enough. 
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Too be fair, there isn't really a crafting system in an MMO that doesn't have some measure of RNG (whether for failures / crits or otherwise). 
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Wow didn't have failures, but it did have alchemy master procs.  Those amounted to more harm than good in my experience - transmutations were break even or a loss without the proc (because plenty of alchemists would take a loss to level up the tradeskill, among other reasons,) and the forum was frequented by disgruntled players who either hired transmuters or did transmutation by contract, and didn't hash out who got the extras when mastery processed.
 
WoW tradeskills were also a mirthless grind to the cap for raid buffs when I jumped ship. 
 
To be fair, it was far less random than most of the other tradeskill systems I've played.  You gathered the materials, hit the button and the thing came out the other end.  No random stats, no failures; WYSIWYG.  They were still expensive chores with very limited use outside of getting a raid buff.	
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			wow to be honest 90% of my interest in the game just went out of the window, I am very discouraged now. Even questioning if is it worth try to keep playing this game.	
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wow to be honest 90% of my interest in the game just went out of the window, I am very discouraged now. Even questioning if is it worth try to keep playing this game.
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A lot more means: dailies, 5-man difficult dungeons and 20-man difficult raids. There's also housing which is very impressive. In reality, the thing that will keep you in the game is either the combat or the housing (or the roleplay, but that's not a thing that you get from the game itself and thus doesn't really count).
 
EDIT: Oh, there's also PVP.
			
				
	Edited January 30, 2016 by Ildur	
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			I know what technologist makes. :P I've had Expert Research maxed out for a while. But nothing has ever been particularly profitable.	
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I sure wish I knew what you craft as technologist that is possibly worth that much money. -_-; I haven't bothered crafting anything except the occasional datascape power core (for friends' crafted i92 gear), which doesn't even sell much more than the cost to craft.
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A lot more means: dailies, 5-man difficult dungeons and 20-man difficult raids. There's also housing which is very impressive. In reality, the thing that will keep you in the game is either the combat or the housing (or the roleplay, but that's not a thing that you get from the game itself and thus doesn't really count).
 
EDIT: Oh, there's also PVP.
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			I will still play but not as much as before and I dont think will be buying anything as now, maybe in the future I will drop some Real money in the game.	
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I will still play but not as much as before and I dont think will be buying anything as now, maybe in the future I will drop some Real money in the game.
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			The crafting in this game always bugged me. I never ever liked having a chance at failure when I wanted to make something. Then there was the RNG stats. Sure you could change those but then the risk of failure was greater. I'm trying to make a weapon/armor that has stats my character needs. Why give it a set of stat combinations that make no sense?! Tanking stats on a DPS item? Healing stats on a tanking item? Out of every MMO I have played, this game's crafting is by far the most irritating. At least with GW 2 you just paid to get certain mats with 0 chance of failing. 	
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Currently the design of the crafting system in Wildstar grows exponentially expensive, and its an awful system.  It starts at the first tier of crafting, where you only need one or two of each piece to get a point, and each piece only needs one or two of the material.  As you go higher, it requires more materials per piece, and you need to craft even more pieces, AND the pieces become more and more expensive.  Its frankly not worth crafting at all in wildstar, and if you do craft its worth your time NOT to max out talent points (talking about the armor crafts, techno and architect are slightly different).
 
The barrier for entry for crafting was raised 100fold since f2p, and the overall outcome of crafting is still relatively not worth the effort	
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Currently the design of the crafting system in Wildstar grows exponentially expensive, and its an awful system.  It starts at the first tier of crafting, where you only need one or two of each piece to get a point, and each piece only needs one or two of the material.  As you go higher, it requires more materials per piece, and you need to craft even more pieces, AND the pieces become more and more expensive.  Its frankly not worth crafting at all in wildstar, and if you do craft its worth your time NOT to max out talent points (talking about the armor crafts, techno and architect are slightly different).
 
The barrier for entry for crafting was raised 100fold since f2p, and the overall outcome of crafting is still relatively not worth the effort
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			My number one complaint is life slots only being able to be focus pool and they still insist on appearing on heavy armor or tank class weapons.	
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 Ive gotten so tired of crappy crafting systems in mmos that i stopped doing them in any game i play now...gw2 was the last game i invested time into crafting.
 
im waiting for a game that gives you an element of design into crafting for armors and weapons..now that would be ground breaking...each pattern  can add to the arsenal of creative options a crafter would have..such as choosing a hit style with blade style or adding a unique effect to it or even having options of which metal effect the blade has.. armor could be the same as well.. crafters would have something to actually farm besides just mats if they want to increase their size of their creative potential with given craft. Maybe one day a game studio might pick up on such an idea and revolutionize crafting in mmos...	
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			Just imagine if you could pick the skin and the default dye in each dye channel for the equipment you craft - you could sell gear in the form of your favorite costumes!
			
				
	Edited January 31, 2016 by Ekzentric Lohner	
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You can reduce the items for crafting with achievement bonuses, and while it's not childishly straightforward, it can still be very rewarding. Not to mention, the armor crafts have some substantially wide profit margins on certain elder game pieces.
 
It's ok to not like the crafting system in W*. But realize that many find the system to be much more enjoyable than others, and don't act like elder crafts are useless, there are many useful and in some cases necessary items crafters make for elder game content.
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