CU’s crafting system is a bit of a “hash” as it incorporates some familiar elements as well as elements that are wholly original; it is the interplay of these elements, enmeshed in the all-consuming RvR environment of the game that will make it unique. Before moving on to the “nuts and bolts” of the system, let us focus on some of the core principles that I envision for the overall crafting system. First, our crafting system will be the only reliable way to get armor, weapons and most items (some purely cosmetic and low-level items may be obtained through vendors) for your characters. There are no “rare drops” from NPCs and even with NPC guards and the like, we think the whole “Oh look, I just killed a nightingale and it dropped a full suite of purple armor” is so last decade.
Continue reading here: Foundational Principle #7 – Crafting should be fun, useful and not induce Carpal Tunnel Syndrome