Interesting discussion, keep it going. Hopefully something useful will come out in the end.
Just some comments about what would be basic to me, too avoid too many side-tracks:
The keywords being:
1. Attract a new player group
2. Player driven system and economy
3. Promote player interaction and if possible more RP
4. Complex system, to avoid botting
5. Involve Questing, but only to some extent
6. Skill trees1. Crafting would appeal to a different group of players than is currently typical to 4D. Crafters usually are roleplayers, and crafting gives them a platform to start their RP from. Crafters usually don't LIKE to quest, (or don't have the skill for it), and they usually don't like mass-killing either. That's why they craft, instead of pursuing the other aspects of the game.
So, to sum it up: I don't expect
every player in 4D to indulge in crafting, if we implement it. But, hopefully, a good crafting system might attract a
new player group, and as you all know, we really need more players. It also
might give at least some older players, who tired of the usual grinding, a new purpose in 4D, which
might make them stay active for a bit longer.
This is basically the reason why we even consider making the rather big effort of introducing a crafting system to 4D - to build up a larger
playerbase.
2. Naturally Crafting should be
player driven. There will be some Trader mobs to buy crafted items, for a reasonable price compared to the time and skill put into it, but the main buyers would be other players.
Hopefully it would result in a player driven economy, where Crafters could sell their products in their own shops.
I also think that all crafted weapons and armour should suffer damage from use, i.e. have a timer. That way we could also have Repairman as a profession. Repairing an item should be easier than crafting the original item, but not too easy.
As usual our comparatively small playerbase is a problem here.
3. The idea behind the crafting system I presented was to achieve
player interaction, by involving several different crafters in the production of each major item. I don't quite agree with Kvetch's picture of a player running round from crafter to crafter to improve his basic sword however.
What I had in mind was rather that the player would seek out the local Forge, to put an order for the sword with the weaponsmith, and said weaponsmith would then do the running around to collect the parts, or perhaps buy the parts in advance from other crafters. After a couple of days the customer would return to collect his order. That would be the IC way of doing it.
Again the small player base is a problem.
4. Crafting must have some amount of
complexitivity, it shouldn't be too easy. I don't want a system where a player could sit at Recall, with a bot script to forge swords all day long, in the off hope that they'd get lucky and produce a good one.
The rewards you get in 4D can usually be interpreted in
time and
skill. It could be the time it takes to kill a tough boss mob for the item it drops, the time it takes to crack a hard quest, or - in the crafting case - the time it takes to produce a good weapon or armour. And although skill to some part is based on the individual, you also spend time improving that skill, or rather improving your knowledge of the game.
(As an example, I've heard players say that they spent over 2 hours to kill the Gojira, and I know that Omega and Fenix, who were the first to crack the Seti's Tomb Quest, both spent around a month separately, before they figured out what to do. In all fairness the Gojira case also involves getting a strong enough player to even have a chance of surviving the first blow. But you could also argue that behind solving the hardest quests lie months of solving easier ones, to get a hang of the questing technique in 4D).
The simple way to make crafting take more time is of course to add more or less long waits at each step of the procedure, or to add a percentage chance of total failure, where you'd ruin the item and have to start from the beginning again. But both these measures would result in a boring and frustrating system, similar to or even worse than mob grinding.
This is why I think it would be better with a system where the time would be used on either
collecting the raw materials yourself, like mining for ore, skinning animals and tanning the hides for leather, or chopping down trees and processing the trunks to usuable pre-products - i.e. some knowledge about how to procure the materials would be needed.
Or
buying these raw materials from other players, who specialise in collecting different types of raw materials - i.e. player interaction and trading would be needed.
Most of the raw materials already exist in the game too, you just need to know where to look for them.
5. I think Questing and Crafting should basically be kept apart, for several reasons. Crafters shouldn't be forced to also become questors.
That doesn't mean that there shouldn't be some
initial quest to achieve the different professions, but this should be fairly easy. Basically you'd seek out a Trainer mob, who would then give you some simple tasks before taking you on as an apprentice and introducing you to the profession.
I'm not sure that I am happy about the idea of being able to change the type and stats of existing quest rewards with crafting, but it's simething that I'll at least think over before taking a stand for or against.
6. Naturally the crafting system would be
ideal for Skill trees.
I just think that it should be kept totally separate from other skill trees, with an individual number of practice points to spend. Choosing what craft you want to pursue shouldn't be dependant on whether you are a fighter or a spellcaster.
I also think that each player should be allowed to learn just two crafts, possibly only one. At least that could give some extra purpose to the alts.
I admit that the idea of giving a larger number of crafts to gypsies is tempting at first sight, but I think it would be the wrong way to go. There are other skills we could give to an utility class like Gypsies, but that's food for another thread.