As an industrial player, I have lost all motivation to play this game now with this poorly thought out crafting system. It's pretty clear now that a lot of people really dislike this new crafting system as well as the fact it is purely based on magic and copy and pasted from Star Wars Galaxies. We have real life as a prime example that you could have built an immersive and realistic crafting system off of. Why did you choose to go down the magic guns route over immersion? 1000 grades is nonsense and devoid of reality. Clearly copied from Star Wars Galaxies The quality system is devoid of any reality and logic as refining is done to get rid of impurities such as with copper ore being mined at 0.5-2% purity and being refined to 95% purity where it's usable for copper pipes. 99.999% purity is required for electronics. 0.01% changes in stats offers no gameplay value and results in item bloat. An item with 3 inputs has a billion outputs. The stat changes are all magic and devoid of reality. 99.999% pure copper is used for electronics, yet grade 1 to grade 1000 copper can be used in electronics in Star Citizen. The whole system is a mess when you have a great example of EVE online with a fully fledged player economy using tier systems for crafted items. Looting will be a mess with a billion or more variations of a single item making the need to inspect stats important on every single item. Was this considered in the design of the system? Have you even considered how player trading will work when there is potential for trillions of variations of items in the game? This system seems like it's designed on the Micro level rather than the Macro level which Star Citizen aims to be. EVE online is 23 years old and has a fully player driven economy. Why did you instead choose to copy a system from a game that died 15 years ago? Will you now stop with this system and actually design and build a system specifically for Star Citizen rather than copying and pasting a system from a game that was never successful?