Let me expand on my post from 5 minutes ago:
I go to a market. I have the option of buying two swords offered there, both around the same quality range. They are
- q112 hirdsman sword
- q120 hirdsman sword
Now consider this alternative scenario:
In the market for a new weapon, I see two options:
- Red Blade, crafted at the Ivory Kingdom by Ned of house Riverfall, at day 80 of year 1.
- Sword of Mayhem, crafted at the Kingdom of Netherland by Jennifer of House Nuggety, at day 120 of year 2.
Which one do I choose?
- I notice a random rare crafting bonus gave the 1st sword a red skin instead of the standard gray one, hence its name. It was also created in a kingdom that doesn't exist anymore, so there's a unique historical value in this one.
- But upon inspection I see the 2nd one comes with a list of famous kills, so I know this sword was part of some recent faction drama. I also have some friends in the Nuggety family, it would be nice to promote their name a bit.
I think giving endgame players the ability to make their products unique can be a great way to improve everyone's experience with the game. Not just weapons, but also armor, clothing, and some other items. They can be used to add a cultural dimension to the game, as they spread the fame of a kingdom, village, crafter and family. These accumulate as the world lasts longer, generating preexisting lore for new players without further input by the devs.
Trade could be much better too, since it would not be just a matter of achieving a higher number than your competitor, but rather of finding more and more unique and interesting items than the barterstand next street does.
A few rare bonuses could also be randomly applied during crafting, from simple things like armors in different colors to % modifiers in cooldown, walking speed, crop yield, wound resistance etc.