Mjollren --
Having done some crafts in so-called real life, I must disagree. (I have done glass Bead-making, cabinetry, metalwork and jewelry.)
A beginning or advancing craftsman learns just as little or as much working with cheap materials as with expensive materials of the same type. The highest quality Italian glass will produce a bad bead just as easily as the cheapest American glass. You can ruin a ring just as easily in silver as in copper. Or you can learn as much when the test is a success. The amount learned is not based on the material. It may be that more is learned based on the complexity of the attempt, but that is currently taken care of by the game mechanic as it counts materials.
The result of a success with high quality materials is, of course, a better piece of art but this is already reflected in the desirability of sup armor, gems, weapons, etc.
Where I see a real problem is that a successfully crafted high quality exe ring of q200 sells to the vendor for the same price as the successfully crafted high quality fine ring of q200. That should not be the case. I might buy a silver ring with minor flaws even if it cost more than a copper one, just because silver is a nicer metal to wear.
In game I always craft with choice mats (and some surface exe that are easy to get), not because I get more xp but because the items are more useful, but that's a different thread.
Crafting skill progression is already limited by speed of digging, especially with xp doubling. It doesn't need a boost. (IMHO, YMMV, ect.)
Having done some crafts in so-called real life, I must disagree. (I have done glass Bead-making, cabinetry, metalwork and jewelry.)
A beginning or advancing craftsman learns just as little or as much working with cheap materials as with expensive materials of the same type. The highest quality Italian glass will produce a bad bead just as easily as the cheapest American glass. You can ruin a ring just as easily in silver as in copper. Or you can learn as much when the test is a success. The amount learned is not based on the material. It may be that more is learned based on the complexity of the attempt, but that is currently taken care of by the game mechanic as it counts materials.
The result of a success with high quality materials is, of course, a better piece of art but this is already reflected in the desirability of sup armor, gems, weapons, etc.
Where I see a real problem is that a successfully crafted high quality exe ring of q200 sells to the vendor for the same price as the successfully crafted high quality fine ring of q200. That should not be the case. I might buy a silver ring with minor flaws even if it cost more than a copper one, just because silver is a nicer metal to wear.
In game I always craft with choice mats (and some surface exe that are easy to get), not because I get more xp but because the items are more useful, but that's a different thread.
Crafting skill progression is already limited by speed of digging, especially with xp doubling. It doesn't need a boost. (IMHO, YMMV, ect.)
---
Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>