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Couple of questions about crafting, specifically about crafting progression.
1) How specialized will crafters be able to get (e.g., "I'm a weaponsmith alright, but a much better knifesmith than a swordsmith")? If made too specialized, then their niche is irrelevant for many players, and you get crafters progressing to a perceived build or gear spec, which takes some of the fun and spontaneity out of character design (with the "I'm focusing on this one type of weapon because one post on one forum celebrated this type of build" mentality). On the other hand, specialization gives a really nice sense of character and identity to a crafter.
2) How are new recipes learned? Trial-and-error discovery? Loot from harvesting or kills ("you find a recipe in that ore vein")? Maybe based on the RvR skills of the crafter him- or her-self (those who understand what it's like to wear cloth armor into combat firsthand might be better suited at designing cloth armor)?
3) How interdependent will crafting disciplines be, at all levels? It can be frustrating trying to excel as a crafter if nobody around you is making the complementary items and if you need them, but this makes the game socially motivating too.
4) Based on what I've heard from MJ's interview, high-level mats will be available only in contested areas (which I love, reminding me of mining in dangerous areas in EVE), meaning that progression will be measured in part by material requirements. What else, though? Will crafting progression involve levels, skill points, or anything like that?
Any other questions or speculation about answers?