Ngruk said:
Crafters want to craft, which is who you create a crafting system for. People that don"t like to or want to craft, should be able to access and enjoy the system as well.
I like crafting, so take what I say from this point of view.
What I"d like to see in a crafting system:
1) Make useful gear at all levels or level tiers: this doesn"t mean that by the time I collected enough T1 mats I"m already T2 like it"s in every single game out there and that this repeats itself for all tiers, including the last one where by the time I have mats, quests, bosses and stuff geared me up better than I can do myself.
Make me craft T1 mats from the trainer mats directly: I choose to craft, an npc teaches me and I get my first set of armor.
Better for higher tiers: let me pay NPC to collect mats for me: I place an order at 8pm and get it delivered, for example, 1 to 4 hours later, depending on the rarity of the materials.
2) Make it either automated or interactive: yes interactive.
Zehn has a point in asking for NPC who do the job for you, but I"d let them do the mundane stuff, I"d like to be more involved with a minigame of sorts to craft the best items, i.e. I order my blacksmith slave a ton of iron rings, my leatherworker one a lot of paddings and so on, but I"d like to be the master who puts the final product together, telling my lackeys thanks for making the parts for me.
I"m sure EQ2 whack-a-mole is not the best minigame (urgh) out there, but in my eyes it was ten times better than Lotro "wait-10-minutes-that-I-auto-smelt-your-400-ores" crap. If I have a reason to pay attention at my crafting processes I enjoy the whole activity a lot more. The problem arise when I need to pay 100% attention to craft 100 useless items just to get enough "experience" to make something different.
As an example, in Free Realms beta (which I played for a few hours) I kinda liked to run after moving chicken legs with my meat stomper or chase the onion with a knife, it was silly and on the side kinda cool. If I don"t have to do it a hundred time per tier, it may even be enjoyable.
Minigames could be more puzzle oriented than twitchy oriented, as a matter of fact you can just have a hundred of them.
3) Get rid of the limitations (do it also for PvE combat/adventuring - job system): if I want to spend time and effort levelling all the 10 professions you offer me and do it on a single character, for the love of all gods, let me do it. I tend to roll alts for this and it gets me pissed off like nothing else.
Oh... I don"t want the crating proficiency to be tied to my adventuring level, while you"re at it. Lvl 1 paladin and grand super master alchemist? Fuck, yeah!
4) Crafting shouldn"t be something for an elite of people who can stand the tedium of watching progression bars filling up. While I understand that the majority of the joy in crafting is found in the completion of an item or in obtaining a profit from a sale, there should be a certain amount of items craftable only with a certain dedication for which one would actually feel happy he made them. They don"t necessarily need to be better than raid gear either, they need tho to be different (that depends from game mechanics really).
Tieing this item creation together with adventuring is something that should be used sparingly, and this adventuring should mostly be a solo effort: coldain shawl is as of today the only crating quest I did that felt epic. I did it with a wizard and I could solo all of it pretty much (for what I remember) and I was exstatic when I obtained my reward (praying to not get a failed combine, but that"s another story).
On the contrary, doing raids to get patterns and mats like in WoW was so out of place that I can"t even start to comment about it, let"s just say it always felt wrong and having them tied to RNG was even worse (we never ever got Mongoose to drop in guild, just to mention one).
5) I have many other ideas to merge crafting and adventuring even more, but that would start to be fine tuning.