I started to answer the comments on the last post, but it grew too long. Therefore I made a new post with the answers. Thanks for the criticism! The harsher the better. Just keep it reasonable :)
Roq, the dungeon is procedurally generated and there will be no waiting for respawns, because waiting in a dangerous cavern is, well, dangerous. Monsters will pin you down if you're on one spot for too long. I can also come up with about a dozen other immersive ways to prevent this. Don't think too much along the lines of WoW, please.
There are no levels and only a slow character power progression with heavy diminishing returns later on. There's also no cap. You can get ever better, albeit ever more slowly. Most players will be within a small power interval that is well known to the developers and can be planned in advance.
Rohan, yes, better things need more time. In fact, the best things may take days and weeks to make. The standard stuff, however takes just a few seconds.
Tolthir, that's exactly the point. The whole system is about trusting a crafter. That's why their reputation matters. The letters they add to their signature allows them to create different series of items. They may cheat you. But if they do, they will do much less profit in the future. And since this game has no twinks, that's a problem for the crafter. You can either grap cheap un-signed items or try to attain an item from a well know crafter with his specific signature. An iron long sword is still always an iron long sword. It will always be better and more durable than a wooden training sword. I'm sure you can find a collection of famous and trustworthy crafters on the internet within just a few weeks, as the whole world is just one shard. And some crazy guilds may decide to forge the one sword to rule them all. Who knows what happens if you really invest a fortune to make just one sword?
Klepsacovic, re-crafting is a nice addition. But I wouldn't focus the game on that. Thanks for the ideas, though.
Stabs, this is exactly how such a system is meant to be played.
Kring, thanks for asking this central question. Is it fun for non-crafters to not know an items exact stats? Everybody in this game can learn crafting. It doesn't influence your fighting skills in any way, but the time requirement to become a famous crafter won't allow you to also become the best sword fighter of the world. Playing excessively will lead to diminishing returns on everything you do.
Everybody can get patterns. The rare ones are rare, but they are still attainable for everyone who sets his mind on it and has support of enough players.
Mmmh, my immersion is broken easily, I think, but I cannot understand why a crafter who only works for a guild breaks it!? Oh - there are no server firsts or raids. I can't describe the entire game here, unfortunately. I'm sure there also are famous crafters who work for rich and large social groups. They might call themselves kingdoms, as there is no teleportation.
Syl, there are no soulbound items, all items decay with use and time, there's full loot, but little non-consentual PvP. Means: items are important, but are always temporary; even the best items. It is more important to fight with the correct weapon than to fight with the epic weapon. You don't want to stab a skeleton to death with a dagger. It's not very effective against these bones. Even the most epic dagger fails at that task.
I see, again, it is hard to discuss a feature out of context. Thanks for the feedback, anyway.