The problem with the professions (aside from me not having seen one dragon egg yet) is that they are just plain boring. There's not much of an element of surprise or exploration in it but for a few things: Weapon pieces into weapons (but I notice not armorsmithing) and experimental alchemy for at least a little while. There's even a few paths in some that require you do previous things to build up to the better item such as weapons, shirts, and pants. But in the end, that's it.
Everquest's professions were intermingled, meaning you could go pretty far but slow by doing multiple professions and building up or you could go far in just one but be relying on other players to fill in the gaps in what you need. And of course there was the gathering of the materials you wanted, the most rare of which came from harder and harder to get to places. Of course it also had the whole thing of the player needing to experiment with different combinations to find the best combinations for what they did.
WoW was not as intermingled and based much of the professions on plans, schematics, and recipes that dropped or were otherwise awarded. Yes, this meant farming, but in the end, isn't that what all of the MMO's really do? I mean we farm for equipment here in NW. What's the big difference?
And NW started off with the comment that "nobody likes to farm professions supplies." So there were no gathering professions either. But we gather anyway using our own skills and kits, it is just randomized drops rather than specifically metal or specifically leather etc. And now in Icewind, we gather black ice. In fact because of the new armors, we are forced to farm it just to keep up our weapons and armor. So obviously somebody did not think it was a bad idea.
Obviously a complete overhaul would take time, so here are my short term suggestions that might, maybe, make it less boring:
Keep up the idea with the weapon pieces but spread it to other professions as the modules continue: Armorsmithing requiring specific, very rare metals and tools tougher than most but will break in just the making of this armor; dyes of different kinds that require a bit of farming for the right ingredients to make, and the recipe for them, of course; I could think of a million more ideas. Make them temporary. Make them permanent additions to that character's knowledge. But let's start using these professions for something other than grind, grind, grind... Okay, next! grind, grind, grind... Until done. Most of my 60's are now pretty permanently on Leadership mode with 4 professions at the top. It's all just a bore.
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