You are basically arguing a logical fallacy.
My opinion was not entered into the debate, just the evidence at hand, which I've already explained. A crafting model must have a learning curve, variables based on level and participation in the particular chosen craft in order to even be considered "crafting". A system based solely on an 80% failure rate with no variables, no learning curve is a poorly thought out, poorly designed system. It is a stretch to even call this a crafting system.
it is no more crafting then buying cartel packs on the cartel market and hoping for a roll that provides particular armors, just more tedious. This particular system is so far out of whack that economically it is far more lucrative an endeavor to farm mats then to perform the actual crafting because of the randomness of the draw. In fact, low level mats are at the highest mark-up comparatively.
In the real world, I agree that crafting is a skill you develop over time and get better at as you go. In a game, where playing a PvE story is the most important aspect of that game, not so much. Pure randomness does a couple of things in a game environment:
- it creates specialists. certain players get lucky and can craft things that other players cannot. Those who cannot seek out those who can. This creates a form of community and builds the game economy. Yes, eventually there are more of those who can versus those who cannot, but that is when expansions and crew skill level caps increase and new schematics become available.
- it is a time and money sink. For those who really want a specific schematic they have to invest time and in game money to the process of acquiring a schematic they really want. This encourages players to keep playing. Some players dislike this and do not participate; they either leave the game or seek out the specialists described above.
I think one of the big issues here is SWG. In that game, being a crafter was a legitimate "class." you spent all your time crafting stuff for other players. You gained a reputation and players sought you out to craft gear for them. There was also the gear deterioration factor - gear wore out over time - so gear would have to be replaced, creating a consistent demand. SWTOR has none of these factors. Some players want those factors in SWTOR, but they do not work in SWTOR because SWTOR is a very different game than SWG.
Most MMOs I have played are more like SWTOR than SWG. You are presented with a trainer NPC that "teaches" you how to make items, you then make those items. Some randomness mechanic makes certain items desirable and valuable. You sell those items to players who are unwilling to make it themselves.