Been away for a while ... made a conscious decision not to post, didn't trust myself on leaks.
Demand for merchants is still a bit vague. Demand for clan crafters will be strong but merchant types
remains to be seen.
There's no good mechanism for trading yet other than local/race/alliance channels. You can make trades
and I managed to skill up weaponsmith relatively well via sales. The real problems right now are
- World drop rate:
This needs to be toned down. Right now arrows/armor/weapons drop too frequently. Alchemists will be golden.
- Crafted versus world drops:
This is getting better. For a while world drops were actually better than crafted.
- Crafting skill up rate:
This was too slow and was going to result in a glut of items in the market as folks skilled up. Recently increased too early to say.
- Trade mechanism:
No real mechanism at the moment. Building relationships with other groups/players will be important if you're not clanned.
- Subsidiary gold costs
Not for crafting but for skilling. All skills like spells, melee etc cost gold. Early on folks tend to horde their gold to spend on skills since those can't be looted
None of them are terrible problems and all are getting better or are presumed to get better. As it stands now the first weeks of crafting as you get through the low/med level stuff is going to be harder than it really ought to be. As you make med/high/higher end gear the difference in quality will make it more in demand.
To some extent it's a predictable side effect of making the game not be gear-centric. The differences in gear is nuanced enough that people don't clamor for the next glitzy item.
All in all I'm optimistic, crafting is certainly not gobs-o-fun but it should be a playable option for those inclined.
Thorsen Belthize