-
I certainly want crafting to mean more and be more accessible in the endgame, but I personally have a few caveats. The first is to not tie the acquisition of these materials to dungeon running or rare spawns akin to (H)NMs like FFXI. Dungeons have enough of an edge as is when it comes to outfitting players in high end stuff and limited resource mobs is just an open invitation to RMT and third-party exploitation to guarantee claim and loot. Second point is to avoid new recipes as rare drops. The problem here is they just become something people will "Need" to sell off, even if someone else could've actually used the recipe. If all recipes are not to be auto-learned at the respective level range, than at least implement a system of turning in synthed goods to acquire a crafter specific currency to buy these recipes based solely on your willingness to interact with the economy. No daily/weekly lockouts on this, either. Third point is to naturally involve gathering professions. Let nodes within their given level range have a small chance to spawn certain rare materials that are harder to gather up. As well, all gathering attempts should have a chance at finding treasure maps pointing out some location in the zone where you can initiate a mini-game to find other rare things. Basically, encourage people to be out in the open world more and do not be shy about letting crafted goods meet or even exceed dungeon loot before even factoring in the ludicrous expense of later-tier materia. Until then, a significant number of game mechanics simply risk being considered useless by the community, among them being gil.
-
Just impliment something like bcnm. Your orb your drop :P.