Asheras wrote on Aug 25
th, 2016 at 9:42am:
B) The issue is not really about new crafters, though. That is a surrogate argument. The issue is that the cost of effect shards is flat.
Well the issues play together. The 100 fort item now costs 2 PEDs. This amount you can get while reasonably low level, and if you're clued in early enough or you're an experienced player on a new server or whatever you can probably do this by 7th level when you can actually wear the item.
NewCC charges 5 PEDs for the same effect. That 2.5x cost of a rare ingredient pushes the possibility of making the item by the time you can use it well off.
Here's the cost according to the planner:
Effect: Defense: Fortification
Bound info: CC level = 1, Essence cost = 10, Page Torn from a Research Notebook = 15, Small Wooden Idol = 5
Effect: Defense: Insightful Fortification
Bound info: CC level = 175, Essence cost = 175, P.Eberron Dragonshard = 5, Ruddy Fungus = 15, Silver Bowl = 5
All of that stuff is fairly trivial except for the PEDs. Even the Silver Bowls and Small Wooden Idols are only a Tier2 collectables and so are fairly common and can be bought on the AH or gifted by/bought from a guildmate.
Who Cares wrote on Aug 25
th, 2016 at 11:58am:
If mechanics had this mentality you would take your car to the shop and they would tell you, "yeah you have transmission problems." You would ask them, "can it be fixed?" and they would respond, "yeah but it's really hard, I think you should just buy a new car."
Well as long as you're using anecdotes... So you take your car to the shop and they say it needs a new transmission. You're driving an automatic and ask if a manual can be put in. "Sure thing," says the mechanic. "Well, just leave in the automatic in case I might want to use it sometime." Your costs just went up 1000x, and most of that is because the mechanic knows he has an idiot on his hands.
Leaving in the old system is possible. Is it easy? Would they need to add an entirely new set of machines? Would they have to add a drop down to the existing machines asking if you want to use OldCC or NewCC every single time you go to use one? Somehow they have to make the option available. And now you've got two systems that new player have to try to figure out. Two sets of skills to work on, two systems to craft in. Two completely different sets of recipes. And two lists of effects which can be crafted.
It would be a mess, and replacing the system entirely is really the way to do it right. That said, there
are ways to replace the system entirely that don't make the cost 2.5x PEDs over the old system cost for anything you might want to make in the new system. There are ways to replace the system entirely while retaining the flexibility of the old system. It could be done in a better way then just pointing to 3 effects and saying "See? Power creep! That's what makes a system good!"