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Q: To how big of an extent will player crafting be? Are we looking at top-tier, player-only-made items? Or will certain drops always be "better" than things the player can make?

Q: With regards to the crafting "grind" - creating piles of items to skill up a trade with no actual demand or need for the items - how is this addressed/handled?

Q: You mentioned dyes in your intro, but do these dyes apply in preset patterns to an item? Or can the dye apply a completely different pattern to an item?

Q: When you say you have a flexible system for item modification, is that really just devspeak for "items have sockets which you can put gems in, and you can enchant the items to improve their stats!" or is it more along the lines of being able to slap on actual modifications (like, let's say, a gun could have a scope attached for improved accuracy - although I guess that is really the same as sockets, in a way)? Or is it something else entirely, that you may or may not be able to tell us more about at this point?

Q: Can you elaborate on the costume system? Will it be a separate "appearance tab" where you can keep the stats of one item, but the look of another in that same slot? Or is it a separate item system all together?

Q: How prevalent is the use of Bind on Pickup / Bind on Equip on WildStar items? Do you see this as a required/desirable property to include?