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Just published this post on my blog about crafting, with a specific focus on Star Wars: Galaxies and games that have duplicated (whether intentionally or not) some of its crafting features.
http://www.dicejockey.com/2012/12/never-duplicated-crafting-in-star-wars.html
What parts of your favorite MMORPG's crafting system do you wish were carried over into a new game?
Comments
Thanks for the SEO tip; I've implemented it on that post now.
You're letting players create their own materials? That could be interesting, depending on how it's implemented. I'd love to hear more.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
That is a load of bs. A developer's design philosphy dictates how their systems will be built. Aside from EVE an UO there hasn't been a single functional MMO that has gone the full blown sandbox route.
On gear decay, I think Dark Fall UW has it...but who knows anything at this point
I know Mabinogi has it and it does indeed lead to a more vibrant player crafting system. I think gear decay is essential to player crafting being vibrant...or let me put it this way there are two systems that make crafters valuable
a) Gear Decay
b) Higher tiers of crafting being released
In Games like WoW or...just about everything else...you will see crafters being valuable until everyone who plays at that upper tier level has everything they want...then it just becomes something you only look for when you make an alt. I suppose Eve's ship destruction could be seen as a type of (instant) decay and it definately helps that market as well.
I think Eve's economic system is just as refined as SWG, and it probably helps account for its popularity, but it becomes a question of if you like being in a ship all the time.