Topic: Niche oppurtunity for Perpetuum
Perpetuum has an oppurtunity to capture a niche market and one that has been sorely missed since the earlier (golden) days of Star Wars Galaxies. 'The best crafting system in MMOs.'
I've taken a big interest in crafting-hevay MMOs recently and all the research I have done has lead me to tales of how epic SW:G was as far as crafting went. It was suprising to me that everywhere I look, it's ranked #1, hands-down and is followed by the wails of those that want those days back and gnashing of teeth at how no developer has sought to emulate it, or even come close.
The things that set them apart were material quality and material diversity for produced items. Throw in equipment item degradation for a perpetual demand and a near entirely player-created item base and you had a game that catered to crafters. However, there were many more benefits to this.
Materials came from far away places and varied in quality. Finding higher quality would give harvesters 'jackpot!' moments. Higher quality final products fetch higher prices and the rarity of higher quality base resources would make these higher quality final products even more rare and valuable. Having a higher-quality item actually function at a higher rate continues to drive demand for those PVP'ers who wnat to absolute best.
That products took so much to build meant that you could specialize in only one part of an critical item's creation. People became known for producing high quality or very low priced items. People getting a name for themselves in something drives personal stake in a game.
I think that a change like this would be difficult for Perpetuum to make, however it is definately a selling point and a way to advertise it as being 'better-than'. Something like being known as the best crafting game out there would bring a wealth of players. My two cents, and the hope that it's at least thought about by Devs who want to reach for the stars.