the crafting skill caps are way too low at every stage of the world's development
Essentially, once you reach 150 in the following skills, there is no benefit beyond getting a higher gilding chance.
Farming, Tailoring, Carpentry, Cooking, Smithing, Lore*.
*for lore, you could say that gemcutting takes the req to 250
the reason for this is 2-fold:
1) The quality of most resources is low, for the entire world, basically. you really could get away with having 100-160 in any non-combat stat and then put on a gilded set that gives you wayyy more than your value ceiling. by the time the baseline avg quality catches up to you, you're already in a position where you're making at least 250K LP a day, trivializing the investment if you ever need to make one.
2)gildings are insane, you can double your stats with an hour well-spent and a wardrobe to store it in.
i made my first tailoring set with 20q flax and didnt feel the need to upgrade it until i had a bulk of 100q and saw that i was finally pushing against the wall for softcaps. didnt even bother to replace the whole set.
Counter-counter-argument:
"there are crafts with 3 or more required skills and/or attributes" - moot because you only need your lowest skills to hit about 33% of the highest skill in order to achieve 86% of what would have been a "a+b+c/3" average. the idea here is that you could have 300 str with only 100 smithing and your softcap would be 173 (vs 200avg). there is no reason to invest more in smithing, especially if youre a miner that invests in STR/CON/AGI most of the time. you're basically free to dump points into combat stats.
for the sake of argument, a miner with 300 str, 100 smith, and 100psy hits 144 softcap (vs 166 avg)
"muh carpentry" - by the time you need carpentry levels you're already well established and have access to hardmetal rivets+ woodsman tokens, with decent curios to boot. you can manage 200 carpentry in a few days at worst, that's the whole point of the post.
"muh 500 farming" - u invested all your points into farming for no reason, your crops go up by, at best, 5 points a week
is it a good thing that you dont need much investment to be a decent crafter? maybe. i think most people hate having to work alts to achieve goals. i tend to agree with them. but most people i have met in the game are not interested in combat, even with animals, in the slightest bit... though this is mostly jorbtar's fault for making the combat system obtuse for beginners to understand.
my suggested solution. having a softcap that exceeds a craft should improve product gilding chance. would create an interesting meta game around creating lower quality gear in exchange for higher potential for slotting. more complexity is good right?
-should having extremely high 'artisan skills' impart some value on product? im new and couldn't venture a guess really, but i feel like there's something missing here and had to write about it.
wut u think?