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First of all I would like to say that as an ex-DAOC player I am very excited about CU. For years after I stopped playing I used to find myself regularly typing 'DAOC 2' into google in the vain hope that one day a game with even a slight semblance of the original would be announced to the world. Thankfully I think my wait is over, but I'd just like to ask your opinions on one issue I had in respect of what's been said about crafting to date.
Foundational Principle 7 relates to crafting and Mark revealed the following:
"players of CU will be able to create a “crafting-class” character with separate crafting-based ability and skill leveling tracks."
"Non-crafter classes are limited to the journeyman track while players who choose to play crafters can pursue the master track and then, if they so choose, the artisan track."
My question is - 'Why is it preferable to make high-end crafting inaccessible to combat classes?' or, just as importantly - 'Why is it preferable to make high-end combat inaccessible to crafters?'
Can we really expect ordinary players to buy the game and think 'I don't want to fight at all. I want to be crafter 100% of the time, and I accept the fact that i'll never be able to swing the axes I make (or at least never swing the axes I make with as much skill as the people who buy my axes)?'
On the other side of the coin I understand that fostering a sense of community is also one of the main goals of this game, and I can see how the separation of combat classes and non-combat classes would facilitate the need to work together. I just don't see how simply switching between a main combat character and a crafter character would be the best way to go about this.
I also appreciate that CU may make crafting just as fun as RvR - You never know!