Some games have shouted to the universe that you can craft your way to maximum level - Guild Wars 2 being the most recent and the loudest. What they DIDN'T say is that you can only do that if you have incredible amounts of money and/or a high level character feeding you with materials. I can only think of one game where you could actually get your crafting skills to maximum without ever adventuring - and that was EverQuest 1. It wasn't easy mind you. To make money you had to craft certain recipes many, many times, and the amount of money you made certainly wasn't as much as you could make by adventuring/questing/grinding. But, you COULD do it. (All components were bought from certain merchants and sold back to merchants.) EverQuest 2 had crafting "quests" that gave nice rewards. I don't recall that you didn't have to adventure at all, but it wasn't all that much. The problem with all the MMOs I've played since is that, unless you're a very high level crafter, the mass of things crafted pushed prices on the markets to below material costs. You could make money by speculating on the market, but that certainly isn't crafting. What I hope for with Wildstar is the ability to craft, and sell for a modest profit to merchants, not players. If this is done like EQ1, the gold sellers would have no incentive to do so because it will take longer to craft than to go botting after mobs. If something like this is not implemented, once again there will be a lot of frustrated crafters, and frustrated players are the ones who quit playing. Getting back to EQ1, you had to run back and forth through 3 zones to get the materials to craft and then sell to the merchant. Surely something similar is possible in Wildstar for those who don't find whacking mobs as much fun as making things.