So really, JC pennys marketing showed really how stupid people/consumers really are. Nobody thinks, nobody cares. No wonder the game industry is in the many problems it is in.
i don't know, i think thats like saying that clearly vulcans are much better than humans. Its not that one system is clearly better than another, but that the JC Penny system ignored the emotional side of shopping. Humans aren't stupid for valuing emotions.
Yet that is why you see people running over each other at christmas time to get a no name brand tv for 75% off because "Oh my goodness! I have to get it SAVE and "feel" good about myself."
Actually, why not have a system of both? In the monster hunter series you pretty much have a similar system, though there is a (sort of) mix of both. Not only do you get crafting materials drop at the end of a hunt, but potentially you could get trinkets that have their own stat boosts along with possibly being slotted.
So, I'm not sure why I react this way, but I find that upgrades feel better, which isn't quite the same. I think The Witcher (the first one) is the clearest example.
Yes, it is possible to collect meteorite and forge a meteorite sword, but that never felt quite as good, for the reasons listed. On the other hand, being handed a new sword without working for it didn't feel especially great ever.
This was the episode that got me to join the community and give some feedback. Not to say that it's especially good, but like many EC episodes it sparked a lot of critical thought about my experiences in games and what systems I enjoyed the most.
My experience has been that there's definitely an appeal that comes from killing an enemy to be immediately rewarded with an item. It's a crap shoot as to whether it will be applicable to your character, or an improvement over what you already have, but there's a sense of instant gratification that comes from seeing that shiny (purple, epic, rare, whatever you call it) appear. While Firefall's crafting materials drops are definitely more practical, and objectively more useful due to their flexibility, they give nothing in the way of instant gratification.
craft & item system both:
what i am trying to say is whenever you gat an item say a chain mail , which you cannot use because you are say a mage, so there should be an option to deconstruct the item into set amount of basic resources which you can then use to create something which you can actually use, like a iron staff or something.