Crafting seems to be favored by quite a few MMORPG players, and I\'ve been giving it some thought on how it could possibly be implemented. So here goes:
Multiple Tiered Professions
===================
I propose 3 Tiers of Professions. The first tier would be gathering professions. Tier 2 would be refining/low level crafting, and Tier 3 would be final end-user production using any combination of products/items from the first two tiers of skills.
Tier 1 Professions: Gathering/Harvesting Skills
these skills are for gathering raw materials for later refinement
mining: ores, rough gems, stones, silicate powders
herbalism: picking various wild flowers, herbs, weeds
skinning: skins, hide, bones
hunting: meat, skin, hides (could be combined with skinning), furs. sinew
lumberjack: logs, rough lumber
runelore: identifying old arcane items (like old scrolls, parts of tablets, runestones)
essence reaving: collecting the essences of monsters/animals containing traces of the victim\'s primary skill/attacks (i.e firebreath essence from a wyrm), to use in enchantments.
fishing: catching fish, harvesting mollusks
animal empathy: taming animals
shearing: collecting animal
surveying: identifying likely locations of various harvestables, be they mineral, plant or animal
Tier 2 Professions: Refinement and Trade Goods
cooking: simple recipes for foods
brewing: making simple drinks
butchery: curing/smoking meats, making better cuts for advanced cooking recipes
woodcraft: making lumber, veneers, wood strips
papermaking: making variety of papers for scrolls, books, maps
gem-cutting: preparing rough gems for later use in other goods
smelting: refining ores into bars, and creating alloys
animal husbandry: raising domesticated animals for food (meat, milk) and pets
horticulture: essentially farming, providing food and plant fibers
glassmaking: using silicates to make vials, bottles and other drinking vessels for use in cooking, alchemy
stonemason: preparing stone for use in building
arcanist: combining reaved essence for more powerful mods for use in enchantments/imbuing
advanced runelore: creating magical bind runes for similar purposes as enchantments/bind runes
tanner: crafting leathers and cured hides for use in armor craft
weaver: creating string, threads, fabrics and cloth padding from plant/animal fibers for armorcraft, tailoring
alchemy: making potions and dyes
Tier 3: End-user Products
Armorcraft: cloth, leather, mail, plate armor
Tailoring: making other non-armor clothing, including hats, shirts, pants, formal wear, underwear
Jewelcraft: making rings, necklaces, and other baubles.
Weaponcrafting: making blunt, edged, rod/staves
Creature Trainer: training mounts, guard/attack pets, or training simple tricks for show pets
Culinary master: high end foods providing significant buffs
Brewmaster: high end drinks providing buffs
Enchanter: making enchantments to imbue normal non-modded items
Architect: using lumber, stone, mortar to build player housing
This list could go on. Basically, the end user item crafting can/must depend on the lower tier items in whatever combination to craft a final product.
Skill Progression or Recipe Discovery?
I have given this some thought, and i\'m wondering if it\'s a desirable method. Do you really want to create 50 of Item A so you can finally be able to create item B? Or would it be better to discover a recipe or combination of items/reagents that have a final outcome? I kinda like the discovery method, as I think it would be less frustrating and cut down on spawn camping for farming \"skill grinding\" materials.
Actual Crafting Process
How should this be done? Dump stuff in a \"crafting box\" you have in a workshop or elsewhere? Some things can be done anywhere, while things like smelting have to be done at a forge, etc.
Profession Selection and Changes
I would rather be able to chose my profession after character creation by seeing an NPC trainer, rather than having it set during character creation. I would also like to have the option to drop a profession in favor of another one if i get bored of it.
The above list(s) of professions is merely some rambling and by no means complete. There\'s TONS of things we could do. I\'m going to try to organize a chart of what the profession dependencies should be. Some of the weirder stuff, like the runelore and essence reaving i have to flesh out a bit (i thought those up on a whim).
Add your ideas. I know I\'ll be adding to it. Fire up your noggins, people! Let\'s hear what you gotta say!
-GullyFoyle