Item Stats
It would make all non max statted crafted items left to rot at max level. It sounds fun at first but it would just end up frustrating both the crafters AND the buyers.
It wouldn’t take long for it to change from “Sweet! got something good!” to “This item isn’t perfect (tossed in trash)”. You’d have trouble even finding someone to sell the stuff to.
This happened early on in EQ2 actually. The perfect max item quickly became the norm, with anything that wasn’t it discarded.
I don’t know what SWTOR does with it now, but at the time I played something similar was also in play with crafting “crits” adding sockets allowing you to give them additional stats. Of course the world was flooded with millions of “failed” crafts (i.e normal ones that didn’t crit) and the ones with sockets were nothing special, just the normal thing everyone used. In the end all it meant was instead of crafting something and using it you had to pointlessly make it 10 times instead.
(edited by Minion of Vey.4398)
I guess items are too attainable so it adds no real value in them.
Another idea is having an item that can boost or deduct the base stats of an item.
That’s the beauty of the design.
You don’t have to grind months to get your best gear, you can easily get it in less than a month playing, and the rest of the time… you have fun in the world.
I wouldn’t mind, though, having some of these best gear to be found in some really awesome (and/or hard) dungeons, instances or not.
Makes me remember the good days of UO, when I went exploring some weird cave, found some ruins, then a dragon, and awesome treasures right after… took me some really good hours to complete everything, but it was kitten fun.
I don’t see that it would add much to the game if the gear had minor fluctuations in the stats, and if there were major fluctuations, then it’d mess up the foundational principle that everyone can quickly get to the same final gear plateau.