No.
Crafting as initiallly implemented was a terrible idea.
The entire loot-economy needs to be resigned if Crafting is going to be in the game.
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Editado por 仰空Skypia: 12/30/2025 1:04:02 PMHow come? I don't mean all the loot goes directly into the crafting table. New gear remains non-craftable until after some time, perhaps only allowed into the crafting table after several seasons, when there will be newer toys. Furthermore, if the crafting table can only craft Tier-4 armor, it remains unattractive. It's important to note that Tier-5 armor offers 11 points of energy and adjustable attributes, representing a qualitative difference between the two tiers.
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Agian no. Just bolting crafting onto the existing system is what caused the problem. For craftinng to work entire system has to be built around it. Everything should be craftable even armor, except perhaps exotics. The resources for crafting should be weapon/armor parts, which are attained from defeated enemies and dismantled loot. With higher rarities giving more resources, modifing or improving crafted weapons should cost an increasingly high amount of parts.
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I believe we have fundamentally different views on the "role of the crafting system in the game." You argue that crafting should become the core gameplay loop, with all content designed around it. My suggestion, on the contrary, is that it should serve as a supplementary, catch-up optional path that coexists with the existing top-tier drop mechanics. Precisely because of this, it does not need to overhaul the current reward system, which is centered around loot drops. 1. "For crafting to work, the entire system has to be built around it." My proposal actively avoids this. Crafting is positioned solely as a secondary source for obtaining past, low-tier (Tier-2/Tier-4) gear, and it cannot craft the latest gear from the current season. It is meant to supplement, not replace, the existing top-tier (Tier-5) drop rewards. This specific role ensures it does not need to become the core of the system. 2."The resources for crafting should be weapon/armor parts, which are attained from defeated enemies and dismantled loot." The game’s existing material system, such as Ascendant Alloy, Enhancement Cores, and Enhancement Prisms, regulates crafting frequency and maintain economic balance. These materials inherently prevent the crafting system from becoming overused, ensuring it remains a "cost-gated option" rather than an "unlimited best solution." This aligns perfectly with its role as a "secondary source." 3. Who is crafting designed for? It primarily serves new or returning players with limited available time, providing them with a clear and controllable catch-up path. At the same time, it also accommodates players who engage with multiple games simultaneously, reducing their "fear of missing out." I have attached an article previously published by Bungie, which clearly demonstrates that Bungie is indeed designing crafting to function as a form of catch-up mechanism.
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Crafting needs to either be embraced in totality or cut from the game. Anything else is a clumsy half measure.