Quote:Original post by Mercenarey
Also, when everyone can craft, crafting becomes useless. Like they say in "The Incredibles", "when everyone is special, noone is".
Everyone becomes self-reliant, and that works against player interaction. There is no need to contact other players to trade with them.
I'd counter that everyone being able to craft isn't the problem - it's everyone being able to craft to the same degree of quality. In my opinion, a class-based system is a bad idea in the first place, and to have a crafting-only class (presumably reducing combat skill) just prevents crafting players from accessing the whole of the content (which is normally designed towards combat-orientated players). Raiding, looting, farming for gear - this is what we lose. Not that I enjoy designing repetitive gameplay like this, but players of an MMO expect it - and in an MMO, players are your primary source of income. I wouldn't like to know that I'd been denied a major part of gameplay just because I enjoy crafting more than fighting. I challenge you - what is the harm in allowing players to be a renaissance man for once - a jack-of-all-trades? They may not be the master of one, but they sure as hell get all the content they want. Balanced properly, an open class system is, in my opinion, far superior to a closed class system. Let me give you a simplifyed example: In Angels Online (which I played for a short time), you can choose 8 skill areas. The pre-made classes have a specific choice of these, but they can be swapped out at any time. I simply swapped Heavy Armor skills for Medium Armor skills, traded in Axe and Hammer skills for Magic Skills, and there I had it - a Magic Swordsman, or Spellsword.
With a properly-balanced open class system, players can become what they want to be, rather than what the designer wants to write for. You can dispense with class-specific gear, and simply give gear out with shifted stats. Class-specific quests also go out the window, but these can be rewritten in with checks on the player's skill (for example, if the player has 10 offensive magic skills, they may get the 'Master Wizard's Plea' quest).
In short, use an open-class system instead. It's better for players, allows them to see more content for their money, and also prevents economical recessions that were being talked about above by making only weak items readily available to the general public, while they'd need to see a specialist crafter for the really good items.