Considering how rare recipes are i don’t think the recipe should be consumed but instead you can learn it and use it as many times as you want.
I think that’s the point is to make the item rare.
I wanted to agree. But i think it was made this way such that if you find say, [Legendary Leather Pants] recipe from some epic boss and it drops at a miserable 1% or something.
If the person could actually craft a limitless supply of this item, even if the materials are rare (I do not suppose the mats are going to be harder to find than the recipe), there would be no novelty to that item anymore, no more hunting for that recipe, just get rich and buy it from others that could craft it.
With the current system, it creates a “get out there and hunt for that recipe you want”, and if the crafted item doesn’t have the best random stats you want, hunt it again lol.
Very tedious system, but it gives those hardcore players something to grind day and night for
Then prehaps have recipes above a certain rarity one time only and the more commons ones usable.
Or just make tiered drop rate, common easy, and so forth till hardest rate. But the purpose for them to be consumed on use. Prevents over inflated economy. But also promotes botting. Either way you lose
The way the dev blog is worded, it seems like the crafting system was originally intended to work the way OP described. You get the recipe once and learn it, enabling you to craft as many of the item as you have mats for. Personally I think doing it that way rewards players for exploring. Then of course over time more people will find the recipe and the items will become worth less as they saturate the market, causing people to go explore more in search of a new rare recipe.
The current system is good for people who like to show off, people who play for combat, and more solo oriented players “Woo, you found a rare recipe! Now craft it and be the only person on the whole server with this cool/powerful weapon/armor/hat!”
The learn it and use it as much as you want system is good for people in it for the social aspect and those who prefer non-combat activities or consider themselves “merchants”. “Oh, you found a rare recipe no one else has found yet? Then you get to get rich by selling the items no one else can craft, or giving cool items to all your friends!”
