You can use a pickaxe on nodes scattered around the world. For weapons, probably tiers of stronger steel, accessories like rare metals such as silver and Blade And Soul Gold, and gems usable for enchanting.
Blade And Soul Crafting can be broken down into 2 big categories
Crafting. Crafting can be broken down into 2 big categories, than several smaller ones per each
Gathering -> Mining, fishing, foraging (for like herbs n stuff), stuff like this to collect raw ingredients.
Crafting -> Weaponsmith, Tailoring(since we don't really wear "armor" just different outfits, this can be used to craft clothes), Jeweller(for rings necklaces earrings n such), Cooking, Alchemy, Enchanting
In Depth List For Gathering Skills
Mining -> Mining will be for gathering ores to be used for Weapons, accessories, and gems. You can use a pickaxe on nodes scattered around the world. For weapons, probably tiers of stronger steel, accessories like rare metals such as silver and Blade And Soul Gold, and gems usable for enchanting.
Fishing -> Fishing is a relaxing way to kick back and enjoy the view with some friends, and still manage to be productive. Stock different rivers and creeks in the area with different fish and let people explore for the big catch of the day. Fish can be used for oils, meat in cooking, and who knows. A boot
Foraging -> I see foraging as a sort of generalized gathering. Pick fruits and berrys and herbs from plant life or carve pelts off bears and wolves and other forest woodland critters. These can allow for further use in Alchemy and Cooking skills
In Depth List For Crafting Skills
Weaponsmithing -> Just like it says. Use metals from Mining to create weapons.
Tailoring -> Use hides and plants and gems and precious metals to weave clothing. this one is really iffy since i'd prefer to see costumes exclusive to the Item Store for people to buy at their leasure, but I could see it being fun to be able to craft outfits for guilds, and have tailoring lines of fancy threads all up in the market.
Jeweler -> Since we don't really wear an armor per say, but have a lot of accessories, we could use a variety of previously mentioned materials to create our own rings, necklaces, stuff like that.
Cooking -> I see food as a source of buffs. Cook epic meal, eat said epic meal, get + somethingsomething for a half hour, hour, whatever. Stuff to help long term hp regen, ATK %, DEF %, stuff like that to give a slight advantage. It'd also be pretty fun to be able to make Banquets and serve them up at the start of group dungeons for your team to eat and all share a big boost together.
Alchemy -> I see potions as an emergency use thing. Potions to quickly heal your health, cure poisons, or even to use and temper your weapon with a poison or fire or something like that for added damage. Maybe one to stop male pattern baldness? I can only dream
Enchanting -> Enchanting can be used with gems to make specific socketable gems. You know, increase attack, life drain, critical hits, stuff like that.
Just to make it clear, a person should not be able to say... Go mine Mythril from the get go. They need to start from the bottom and mine tier 1 resources, use tier 1 fishing equipment, etc etc. They can level up and gain Skill exp per resource gathered allowing them to grow and get better with time.
This would also keep from over farming high tier resources and power leveling skills that way.
Random things that might make life just easier...
1) Toggle pvp outfit. It's just annoying having it sit in inventory and have to open inventory to put it on, or take it off. I think there should just be a little button on the side to turn pvp on and off when needed.
2) More class differentiation. Everyone kind of just builds the same for high damage output, and i get it. But it'd be nice to have roles to rely on. Maybe a class with less damage more survivability for tanking bosses, or a squishy with support skills for healing and shields and such. People DO like this sort of thing.
3) Faction revamped. So Red vs. Blue, real original lol. How about dropping factions all together though... This takes away a whole lot of attention from Guilds since it essentially puts you in a guild from the get go. Remove factions, expand upon Guilds, let guilds come with outfits an Emblems customized by the Guild leader, and let them toggle pvp function.
Say a guild leader can create an outfit and turn PvP to OPEN, so they can attack anyone else flonting their flags, or to ENEMY, and a guild leader can register other guilds to the Enemy list, allowing you to specifically target enemy guild members.
I'll probably expand upon a guild/faction revamp in a new post but yeah.
Issues That Deserve Blade And Soul Dev Responses
If it was pretty well guaranteed that the party had the resources to complete the dungeon assuming the skill level was there some folks might be a bit more confident in joining for higher level content
Blade-Soul.com 3% OFF Blade And Soul Gold sale
Under this circumstance, the gamer can purchase fast Blade And Soul Gold from Blade-Soul.com to procure the best weapons and armors to level up their character in the faster succession.
Why I will quit playing Blade And Soul
I am writing this as I take a difficult decision, first of all, I want to say that I appreciate all of your efforts of bringing the game Blade And Soul to Europe & North America, late, yes but nonetheless it came to us.
The amount of blade and soul gold you can obtain now is significantly diminishing
ou cannot apply real world macro economics to an mmo since in an mmo there is potentially an unlimited supply of bns gold/materials you can make
Blade And Soul Gold-Silver-Copper was fine
Just how many currencies are there in this game? And how the heck do they interact? Blade And Soul Gold-Silver-Copper was fine, of course.
Power to the new blade and soul players
The quest gives more blade and soul gold, still under lvl 10 but the some quest gives half a sliver.