So some interviews have said crafting will be serious ******* bussines. I like it. If you can go through the entire game as a crafter, it had better have some interesting features. I dont think an FFXI or WoW style crafting is going to cut it.
What if crafting was a minigame that got more and more complex?
I think this would have a lot of benefits;
-RMT don't strike me as very skilled, so they would have a rough time with it
-This would create a skill gap with crafting
-Crafting would evolve from just "gathering -> make". It makes it more interesting.
-New crafters would have to actually learn a craft.
- Rich ******** couldn’t just power level through a craft for ***** and giggles(The account stealing mega rich people I knew on Midgard would have needed to be skilled). You would have to earn the ability to be a master smith through crafting XXXX things, and you would have to be skilled at the minigames as well. The only way this wouldn’t work is if the person was rich and skilled, like me.
As far as the interface goes it could be a lot of different things. It could be a wheel that had neutral, perfect, fail, and epic fail values. Perfect would be surrounded by one fail and one epic fail value. Neutral would have a lot of area. Neutral is a normal synth with 5% chance to HQ. Perfect is a normal synth with a 10%-15% chance to HQ or have leftover items (rare stuff wouldnt count). Fail is a 20% chance to loose a material. Epic fail is a 45% chance to loose a material and an "FAIL :(" message appears on your screen.
This wouldnt punish people who dont like to take risks, but would reward people for playing the minigame, and trying hard.
Lag wouldnt need to have anything to do with it either, there could be a seperate crafting minigame server or something. Having the minigame client-side would allow for hax to input values. RMT would like that.
Just a thought. I just dont want to see crafting as the same boring thing it is in a lot of games.