It just so happens that I have a concept in my notes related to mini-game based crafting efforts.
So the whole system I developed relates to also phasing out "trash" drops and making weapons more meaningful as opposed to them becoming obsolete because a "stronger" item exist. (I've always thought it was silly that someone is auto-better with a new sword than the one they're familiar with. Sharpness aside, someone's ability to do use a weapon are tied to how much practice they have with the weapon, and they become more adept with a specific weapon they use more often learning its weight, its reach, its flaws etc.)
However I'll just be referencing the technical aspects of crafting:
Gather --> Process --> Utilize
Augmented Reality Crafting Mechanic: This long ass name refers to a crafting system designed to simulate /specifically/ the time and skill necessary for the production of an item in real life. It replaces the traditional progress bar. Crafting success is based on a players ability to work the the Augmented Reality Crafting Mechanic. Arbitrary bonuses are not allowed.
Player Proficiency: Player Proficiency in the Crafting mechanic is measured by a players ability to craft an item within a "Hot Zone", similar to a mini-game. Meaning no push button crafting, players will engage in some sort of mini-game-esque system that makes the player, for some duration that is perhaps based on the quality of their work tools, stay within a hot zone while they craft. Those players who can stay within the hot zone the best will make higher quality crafted items and so on and so forth.
"Hard" Proficiency: Hard Proficiency refers to the in-game requirements that must be met to be proficient at crafting, things like having high quality crafting stations etc etc. This is a gate for limiting the flow of high level crafters to those who put time into playing the game, and it makes it so that you also have to "gear up" to craft.
Basic Weapon Crafting
Metals have inherent qualities that make them better or worse to use not because of their "level", but because of the type of weapon being made and the way a player intends on using that weapon. The inherent qualities are pre-assigned by the developer and are consistent.
Basic Metals with some qualities for example purposes:
Copper - Heavy Metal
Aluminum - Light Metal
Silver - Cold affinity Metal
Gemstone - Very efficient, High value, but very brittle, can't be repaired, but provides the best possible affects at the expense of being super fragile and hard to obtain.
Basics interactions metals have with weapons and skills:
So a Lighter Metal is favored on a Dexterity based weapon, but a stronger Cleaving Weapon favors a Heavy Metal like copper. A person who uses ice based attacks (either as an inherent property of their weapon or by augmentation of an ability), would use silver that has an enhancing affect for ice, but a user of a Cleaving Weapon with Ice Attacks Might use an Alloy Metal so a combination of Silver and Copper to maximize their crafted weapons effectiveness for their particular playstyle (needing the properties of copper for increased fortitude for cleaving attacks and the affinity that silver has for ice) and so on and so forth in this manner for 1,000's of combinations.
Some not so obvious points:
Players can discover new Alloys, so alloys can be a way of keeping the crafting system updated and discovering new base metals etc etc. Certain Materials work better on certain types of weapons, but any metal can be used. Certain Metals pass different affects better so lightning attacks would not be efficient with Silver, but another metal will. Alloys can have some flawed trait that must be purified out making the quest for pure metals and alloys another way to engage crafters.
Weapon Augmentations to enhance certain affects that are based on real alterations to design and not based on names like:
"Of swiftness, of hammering, of staggering"
A crafter will have to know, which augmentations they'll need to add to achieve an affect on an item. And the alteration for a faster firing bow, will not be the same as for a faster firing Cross-bow.
What we want is to force crafting to be something someone has to educated about. A player must known the mechanics of certain in-game properties to be successful. Let's face it. Crafting is inherently an intelligent-type activity. So why don't we support it as such instead of giving everyone a gold star for participating. Reward the players who learn why crafting with certain ingredients enhances a weapon in such a way that the person who will use it will need it most, (as opposed to the current method of 1 size fits all), and reward the players who can complete the mini-game scenario with perfection.
I want someone to have this thought process when crafting: "Okay so he's a lance using fire type with lots of disables. Hmm I should build a ZZ type Lance with XX metal, but if I can get my hands on YY Alloy it'll be better since it will support his fire attacks, it'll be expensive though. OOH I just forgot I have a new hook addition for spears that increases the affects of disables...Alright now I just have to very carefully craft. I gotta stay focused. I can't screw this up, or it'll come out at a lower quality. Wait, this special material component I'm using is more potent at night! I should wait till then...."
Oh ffs the same could be said about the combat system, "You're assuming someone's ability to press a button to make fire appear equates to their ability to actually summon fire? Sounds to me like a fine display of basic motor skills"
It's an abstract representation of reality sheesh.
Adding some type of challenge that challenges the Player would lead to a new age of crafters whose skill levels are based on their ability to interact with the system in someway and not just their character's fancy arbitrary skill levels.
A world where only 50% of the player base are able to accomplish something good, 30% can accomplish something great, 10% excellent, 5% Flawless and 1%+- of unimaginable quality that they're literally sought after by other players for their skill and held in high celebrity.
And not just "LF lvl 90 Armor smith, will pay 15mil gold for 90 rolls of a T12 legendary staff or higher."
Dev team always needs a small group of smart, engaged players to bounce ideas off of and listen for feedback without the noise and drama of the public forums. DAoC had the team leads, SB had the advocates, etc.
This is the first place I've seen that group selected by cash rather than merit, though. It's a bold strategy, let's see if it pays off for them.
Ok, you guys have done a great deal to make the "vocal minority" angry. You are charged with the following:
1. Hiring xComVic
2. Not unbanning accounts like xComVic promised you would
3. Natalie hasn't been in videos for a while
4. Firing Doc Gonzo
5. Implementing the pay-to-say "feature"
6. Not grandfathering in pre-existing posters like Courant101 (rip)
7. Keeping JamesGoblin from liking our posts
8. Sheen is no longer with us
9. Creating a secret forums for the Bloodstones to suggest silly changes we can't see or dispute.
10. You KNOW what #10 is!
For all of the above reasons, we are declaring WAR on ACE. A banestone will be dropped shortly. The trebs are placed. Prep to get rekt.