I would appreciate this change if the process of finding customers wasn't so tedious. The work order system will continue to punish low-pop realms unless player pools are expanded to compensate for the decline in demand.
I've done minimal crafting in DF but I have recently maxed Tailoring and almost maxed Engineering. I feel like the blue post totally missed the mark on the problem... or maybe was just avoiding stating the real problem? Isn't the problem that Inspiration and/or Insight is REQUIRED to make max level stuff? If they just allowed making max level stuff then you wouldn't have Inspiration shenanigans?And I guess that's kind of what they are doing? Instead of Insight being the limiting factor they are calling it Concentration?This just seems to add another layer of complexity and confusion to an already bloated and difficult to understand system. I hope there are more drastic improvements planned, including some necessary simplifications.Most importantly... have they gotten rid of the three tier resource qualities yet?
This sounds like a second form of Artisan's Mettle, meaning it sounds like crafters will be able to create fewer R5 crafts. This doesn't bode well.
Sounds worse unless they also make it so we can actually guarantee rank 5s of the most difficult recipes. That is not the case right now.
Concentration will be heavily timegated and annoying. If you think different, you didn't play this game for long
This sounds like a much better system than Inspiration in DF. Having to rely on RNG in order to get a rank 3 enchant or consumable was the worst feeling ever and made me feel like the hours I spent farming materials were a complete waste of time. Having it tied to a meter that helps you guarantee those rank 3 items will be a godsend. I know some people will undoubtedly complain about it having to recharge over time, but this beats randomness any day.
Great, so now I definitely need to make alts with the same profession and talents >_>
While I'm glad they're taking steps to acknowledge that inspiration made crafting very cumbersome to explain to people wanting items crafted who did not understand the crafting system.......this solution has some major drawbacks. #1 Concentration (unlike mettle) becomes time-gated in a way that you will feel compelled to go to a city when your Concentration pool is full to sell your resource. #2 For players who wish to use their crafting as a primary method of gold-making, selling their Concentration pool becomes impossible to predict because of Ingenuity. #3 Whether you are a crafter gold-maker, crafter hobbyist, or just a person who wants to advance your profession, Concentration requires you to spread out your time logged into that crafter. You won't be able to log into a char and make significant gains with your limited play time because you will be waiting on a resource to recharge. This is a very mobile-game style of play that encourages multiple-logins per day and punishes more casual players. Personally I think this is a misstep, but maybe I'm seeing things incorrectly.
I like the limited availability of concentration. As a crafter, it means I don't have to lower my crafting fee or resort to accepting tips just because other crafters do. If a potential buyer doesn't like my price, then they can find someone else. But if other crafters are out of concentration, then the buyer has to come back to me or wait it out. The limited concentration essentially puts a floor on crafting fees and I'd rather do a few crafts for a good sum then a bunch of crafts for scraps.