For better or for worse here goes. Sorry for the long post (cough wall of text cough)
but I think you have the opportunity to create a crafting system truly worth of DDO.
I am using current in-game terminology throughout this post, not necessarily because I think the end terminology needs to match existing but to simplify the discussion and not worry about creating or using the proper term.
In a traditional crafting system, players collect resources, turn those resources into a commodity like staples and in turn use those staples to create end products. That in essence is what Cannith Crafting is today, we collect Lesser and Greater Essences, turn them into Shards and fit shards into blanks to create an End Product.
People like to point at the system in Star Wars Galaxies in which true endgame players had 50% named gear and 50% crafted gear, and players spent as much time working at crafting as they did questing. I know a lot of people are talking about grind here, but I don't think many SWG players would truly describe the work they did as grind, as it was a interesting system that immersed players into the game.
To Paraphrase several MMO e-zines, a good crafting system brings depth and emersion to a game while poor or tacked on systems bring unneeded grind and complexity. As I look at DDO today I see a potentially interesting Crafting System that suffers from the tact-on complexity that turns it into a grind currently. I am not just talking about Cannith Crafting, but other systems like attuned by heroism, stone of change rituals, and so forth.
The problem with Cannith Crafting is the other 29 to 31 crafting systems (depending on what you call a crafting system) that exist within DDO and never shall any two really meet in any depth. You can use a Stone of Change Recipe on a item created with Cannith Crafting Shards, but not named items that have unique and differing upgrade paths.
Additional people complain about the process to upgrade an item created using Cannith Crafting, no matter how small the upgrade is you always have to clear the blank, create all new shards and reinstall them on the blank. There is no way to replace a +2 strength shard with a +3 beyond clearing the whole thing.
If I were to take a step back and re-create crafting in DDO I would want an all-encompassing system. That system doesn’t need to be 100% perfect covering everything on day one it goes live, but give us a good starting point and show us it can be done.
I am not a big fan of one character is the all mighty crafter for each account or player, I prefer it takes a village approach, but if you don’t want to change that in DDO I am fine with that.
My preferred system is one where along the way you collect pre-filled blanks (items) along the way.
A Rusty Rapier from Jeets for example. The Rusty Rapier has an empty PREFIX slot, an empty ENHANCEMENT slot, and a flaming I (+1 fire damage) in the SUFFIX slot as well as a hidden FESTIVAL slot.
Upon completion of the Grotto, Cellimas gives the character a +1 Enhancement Shard with a quest to visit the Korthos Blacksmith.
Your character visits the Blacksmith and for a charge of 10 platinum he installs the +1 Enhancement Shard into the ENHANCEMENT slot on the weapon.
The Blacksmith is a Craftsmen a new class of NPCs in DDO. For a minor charge Craftsmen can fit shards into the appropriate slot onto a blank or base item. In addition to Blacksmith there are Jewelries and Tailors who hand jewelry and clothing respectfully.
Blacksmiths, Jewelries and Tailors are all placed with corresponding Brokers. The Brokers UI is divided into blanks and shards for sale. Brokers already exist in the game we are just giving them the ability to sell the appropriate shards.
[indent]As your characters quests throughout DDO you find shards (Parrying I, +2 Enhancement, Flaming I) as opposed to complete objects. Any shard you wish to use on your object you take the appropriate craftsmen and they affix that shard by either putting into the proper empty slot or replace the shard that already exists in the proper slot.
In our example Parrying I is placed in the empty PREFIX slot, +2 Enhancement replaces the +1 Enhancement shard in the ENHANCEMENT slot, and Flaming II replaces Flaming I in the SUFFIX slot.
It would be nice if the Craftsmen UI were to refuse to create an item above the level of the character attempting to fit the item.
As the character levels and experiences the game a festival occurs. The character can visit a festival craftsmen and activate a hidden FESTIVAL slot on the item. The cost could be Plat or Festival Turn in. The same festival Craftsmen could slot a special festival shard into the FESTIVAL slot.
There can be only one FESTIVAL slot, so events like Festivult, Risia Winter Games, Festival of the Traveler, Mabar, and so forth, each may have FESTIVAL shards, only one can be placed in a FESTIVAL slot at a time, if a new FESTIVAL shard is placed it replaces the existing FESTIVAL shard.
Our character participates in the Coin Lords Festivult, after earning enough Coins, the character visits the Festivult Craftsmen and activates the FESTIVAL slot. After earning additional coins the character visits the Festivult Broker and purchases a Frost I FESTIVAL shard. Visiting the Festivult Craftsmen the Frost 1 FESTIVAL shard can be placed in the FESTIVAL slot.
A few months later during the Risia Winter Games the character earns enough ICE Coins to purchase a ICY BURST I FESTIVAL Shard. Visiting the Risia Winter Games Craftsmen the character can have the Icy Burst FESTIVAL Shard placed into the [color=red]FESTIVAL[color] Slot replacing the Frost I FESTIVAL Shard placed during Festivult.
This system encompasses named items as well as blanks or base items. As named Items are simply filled blanks with special properties.
For Example a new Pearl of Power.
This item has a special property (POWER) that provides 10% base SP bonus to maximum SP.
It also has a special slot that will only take [color=red]MAGICAL PREFIX[/solor] shard, like Combustive, Corrosive, Devoted, Glaciated, Impulsive, magnetic Resonating, Reconstructive, Nullified, and Radiant.
So now you have an item that grows with a character but also requires the character to work to keep updated.
You can also adapt this system to Named Items from quests of packs. Two examples below:
The Bloodstone:
Special Property: Seeker that scales with Character Level
An EXTRA slot that takes a Weapon extra from the “new Random loot” system including Insightful Seeker, Insightful Deadly, Insightful Vertigo, Insightful Shatter, Insightful Stunning, Insightful Tendon Slice, Insightful Assassinate, Vampirism, Stat Poison, Spell Penetrations.
Balizade: Protector of the King – Named Rapier from Caught in the Web.
Special Property Dodge +8%
Special Property Good Luck: Scales with Character level
Parrying VIII shard in PREFIX slot
+7 Enhancement shard in ENHANCEMENT slot
Keen I shard in SUFFIX slot
Hemorrhaging IV in EXTRA WEAPON slot
Beyond having the shards in the 4 Slots upgraded or changed the item can be attuned by Heroism:
Tier 1 adds Planar Conflux: Scales with Character Level
Tier 2 adds Blue Augment Slot
Tier 3 Adds Special Power - Exceptional Dodge – Scales with Epic Level (Epic Level / 2)
Tier 4 adds Red Augment Slot
Tier 5 Adds Special Power – Exceptional Luck – Scales with Epic Level ( Epic Level / 2)
Tier 6 Adds Purple Augment Slot
Thus a character can continually work on upgrading an item that really fits their playstyle and wants.
Crafting
Our three existing crafting skills (Arcane, Divine, and Elemental) are replaced with Blacksmith, Jewelery, and Tailor. (I would prefer more but it is a compromise). I would also like to see Alchemist, Trapsmith, Potions, and potentially other crafts added but that is another discussion.
A player deconstructs a random generated item into shards and a blank. The blank and shards can further be separated down into raw materials.
Raw materials can be assembled into new shards.
The shards can be taken to Craftsmen for place on items.
You no longer receive Plat straight from deconstruction of items, but you can sell the items on the Auction House or two brokers.
The complete change doesn't have to be done today.
Start with Korthos Island, Stormreach Harbor and another say Red Fens named Items and have them ready with roll out. With Each update not only make appropriate changes but bring more named systems into the fold.
As the named items are brought into the fold you bring back re-playability of side quests that people ignore.
The system also creates a small plat sync, a small step in righting DDO in-game economy.
Just my 2 CP (several times over).