Agree. It's a lesser priority for now.It may be that they want to balance smithing after balancing the rest of the economy, which they seem to be spending some time on now.

I've smelted tons of items and made a few weapons, yet im not unlocking many options for blades etc. Is there a reason? I even have the perk to 100% increase chance of new learned crafting items.
Yeah, I've done this a bit, not as a conscious exploit, because I wasn't sure how things worked, but more of an experiment. I figured trying do challenging smithing above your level will obviously result in quite a few flawed weapons but also result in more experience gain, and this seems reasonable to me. Of course your experimental results expose the flaw in balancing this at the moment, but it is interesting to know how this works for now.I don't know what actually drives unlocks, but I found that javelins seem to reliably unlock a part or two all the way to 330. You can watch how I leveled it (link to playlist in sig) if that helps. Two handed swords seemed to unlock too. It's related to difficulty, but those two categories seemed to unlock the most. I took the unlock perks too and made companions take refining perks.
The other thing is once you unlock some stuff and can make a high tier weapon there is a flaw (feature?) in the skill system where if you allocate a bunch of xp at one time it applies the learning rate in a wtf sort of way, giving a lot more xp than it should. So like a level 1 smith making a 150 difficulty sword gets like 50 skill points from it. Boom.
You can recreate this kind of thing with the dev console too, load that up and give a low skill a bunch of xp at once. The hard cap for a skill is evidently 1023, vs 330 without cheating.


Actually it's harder that one could think.Wow they still haven't fixed prices for crafted weapons? How long has it been? 3 months? 4months?
Actually it's harder that one could think.
Actually it's harder that one could think.
At the one hand, player-created item should eventually be better than the item she can buy in a store (after she achieves mastery in smithing) or else it breaks the motivation for player. In that case, the price also must be higher. They can definitely artificially limit the price for crafted item but then other expensive items lose their value too. Why would a sword cost 10 000 if it's worse then the sword you made that costs just 3 000?
And if prices of game-items fall too, then the player will be able to buy high-end items earlier in the game and the whole motivation for her to earn money is lost.
Balancing those things will be really hard and I wonder how they plan to achieve this. One solution might be to make crafted items non-selleable at all.

It's not like I put emphasis on it or anything. Being female and my character being female as well just made me write the way I wrote ^_^Just want to point this out. You used her/she instead of him/he for that entire discussion. You didn't have to and there was no context so either would have made sense - it was strangely refreshing to see and makes me wonder about my own defaults. Inherently I would always say he/him - maybe I shouldn't be though.
It's just a surprise - and it probably shouldn't be!It's not like I put emphasis on it or anything. Being female and my character being female as well just made me write the way I wrote ^_^

Personally I'd be happy for them to lower all the prices as it would fix issues with the economy that is currently based on either loot or Javellin. By lowering the cost value of all gear it would make trading, workshops/caravans and ransoming prisoners mean more.Actually it's harder that one could think.
At the one hand, player-created item should eventually be better than the item she can buy in a store (after she achieves mastery in smithing) or else it breaks the motivation for player. In that case, the price also must be higher. They can definitely artificially limit the price for crafted item but then other expensive items lose their value too. Why would a sword cost 10 000 if it's worse then the sword you made that costs just 3 000?
And if prices of game-items fall too, then the player will be able to buy high-end items earlier in the game and the whole motivation for her to earn money is lost.
Balancing those things will be really hard and I wonder how they plan to achieve this. One solution might be to make crafted items non-sellable at all.
