Honest and earnest in this question, because the distinction doesn't make sense to me. With the recent "exploit" that was patched out, you could replace FPS items like guns and armor by equipping them to racks on ships, storing the ship and saving the loadout in Vehicle Manager, and then repairing the ship on a pad. This allowed me to replace items that I like to use, and produce them in large quantities (because death happens in the 'verse even outside of combat, and regardless of my own skill, there's always someone with more skill, more friends, and/or just more luck), by spending credits. This is considered "duping." Crafting is an intended mechanic of the game. I will be able to acquire blueprints for items that I like and want to use (or sell), and with the appropriate materials produce those items myself instead of buying them in a store or looting them in the 'verse. With special materials, I'll even be able to produce better-quality items than I can find in stores or even in rare loot areas. I, personally, am not a miner or any flavor of industrial player. I do ship and ground combat, so I won't be acquiring crafting materials directly myself (outside of various flavors of looting, maybe), so in order to craft items I have blueprints for (or that friends/orgmates have), I will be spending credits to buy those materials to craft with. So, crafting for me will ultimately be me replacing items that I like to use, and producing them in large quantities (because death happens in the 'verse even outside of combat, and regardless of my own skill, there's always someone with more skill, more friends, and/or just more luck), by spending credits. This is NOT considered "duping." But functionally, what is the difference? I'm still spending X amount of credit value to produce Y item. This "exploit" functioned EXACTLY like a bare-bones basic implementation of crafting will, just with placeholder mechanics. I also could not find any way to exploit this by duplicating resources, or rare mission items, despite my best efforts. I spent hours trying on many different ships through many different ways, looking for potential ways this could be exploited (partly to prove people who claimed they existed wrong, and partly to see if I could identify any that existed and report those specific methods to be fixed). You could not get items for free. Vehicles returned after an insurance claim did not have armor/weapon racks filled, and they had to be repaired to have those racks filled, so no circumventing the credit cost. You could not duplicate the inventories of attached items (so no loading boxes of Janalite onto a Mule and producing hundreds of millions of credits every 10 minutes, like the last time we had this ability). You could not duplicate drugs or commodity boxes stored in 1/8th SCU box slots, so you couldn't sit in Grim Hex and produce drugs in large quantities to sell at Grim Hex. You could not duplicate key cards or comp boards (they don't equip to any slots, and they don't equip to armor), so you couldn't cheese your way to rare mission rewards while avoiding the high-danger areas necessary to acquire them. The one issue I found that could be considered an exploit was the P8-AR, that could be replicated for free because it did not have an in-store price and so the repair cost was 0 credits (easily fixable by giving the P8-AR a store price). The ONLY thing this actually allowed players to do was to spend credits (at a time when we're in desperate need of more credit sinks!) to replace FPS items (that are easily lost), and produce them in large enough quantity to be worth using (which actually brought variety and personal armor/clothing styles back into the game, because people weren't afraid of losing the special items they have that are otherwise nothing more than Closet Queens). So why is this considered a duping exploit, when crafting is not?