I keep seeing notes about how the dev team is looking for ways to deliver equipment from question, leves and monsters. The problem is, however, that crafted items are already essentially worthless unless they are +2 or +3.
Even +2 items are being devalued faster than you can think.
It was amusing last week watching two crafters drop prices on their Crab Bow +2 trying to outdo the other guy. Both of them started above 10m and ended up down around 2.5m before one of them gave up. Considering the effort involved in synthing something like that, it's sort of silly that items are so worthless. Even Dodore Doublets are down below 5m on Figaro.
The problem is the same problem that plagues any MMO where materials are easy and there is a heavy emphasis on crafting to obtain gear --> If gear does not leave the economy at or near the same rate that gear enters the economy, then there is a run-away deflation effect.
Let me illustrate this problem, step by step:
1) Crafters start hitting max level and creating Crab Bows, occasionally getting +1s.
2) Crafters price the NQ Crab Bows at 1m and the +1 Crab Bows at 6m.
3) Once the market has enough NQ and +1 for sale, the only step up from there is to produce a +2 or +3 crab bow, people start trying.
4) In order to produce one +3 crab bow, 15 NQ Crab Bows and 5 +1 Crab Bows end up being made.
5) Many crafters end up with huge amounts of these NQ/+1 items after attempting +3 Bows, and huge amounts of competition lead toward people dropping the price significantly.
6) Prices for NQ Crab Bows hit 30k (When the price of mats making them is 250k+) and +1 Bows hit 150k.
This ends up with a system where crafters feel that they absolutely must produce a +2 or a +3 bow or it's just not worth crafting at all. The people who do try end up vendoring a large amount of the bows they make due to inventory space and try to offload a couple at a massively underflated price just to try and recoup some of their costs.
In a healthy economy, there would not be too many more Crab Bows for sale than there were archers who wanted to use them. While this is NOT a big deal in the current iteration of the game, going forward when we are making materials from gold, darksteel and the like, for a game with a heavy crafting component to succeed and reward the massive amount of time investment that crafting requires, crafting needs to be worthwhile and provide reward. Being unable to sell anything but one out of two hundred combines is simply not rewarding.
There is no one easy way to solve a problem like this.
However, there are definitely some things that need to be kept in mind, namely, there shouldn't be a penalty around removing gear from the economy. Players are already penalized for playing the game in the form of the fatigue system in place (especially gathering fatigue). There should be a tangible reward around removing gear from the economy.
The best place to put this reward is with the crafters themselves. Here is an example of such a reward ->
If I switch to carpenter and open up my synth menu and stick two, three or more crab bows into my synth box, I can attempt to fuse them together into a higher quality version (perhaps even allow a special version above the +3 rank). Each bow added would add some level of quality depending on the quality level of the bow, and would not allow for touch ups. For instance:
NQ : 75 quality
+1 : 150 quality
+2 : 300 quality
+3 : 600 quality
Now, if I stick 8 NQ Crab Bows into my synth box and hit combine, my total quality for that combination is 400. I roll against a 600 quality synth to see if I HQ. If I succeed, I get a HQ bow. If I fail, I get a NQ bow back.
Above, I mentioned a quality level above +3 obtainable only through this process.
Let's call this "Ancient". IE, using this process and combining hundreds of NQ crab bows, I end up with 8 +3 bows. I put those in the synth box and hit combine. My total quality is now a ridiculous 4800. I succeed in the next level of quality (Let's say that it's not even POSSIBLE to reach this without at least 2400 quality (ie, a full synth of +2 items).
My reward is "Ancient Crab Bow" which is not upgradable any further. All stats of the item would be +20% greater than a +3 crab bow, or whatever is balanced - something that is certainly worth the time, energy and effort.
The added effect of a system like this is that it will remove the ridiculous amount of NQ crap that keeps prices for items in the basement and essentially penalizes people for leveling crafting jobs. Currently, with things the way they are, it is not really possible for crafters to make money unless they spend weeks of time gathering materials for a couple dozen +3 item synths. This is the wrong kind of incentive.
Before long, everyone will be doing that and even the prices for +3 items will be in the proverbial toilet. Adding a system like the above would be fun for crafters in addition to providing an "epic" equipment feel without straying too far from the current system or further encouraging mudflation.