Woodcutting
What I want to see: Tree felling. Wood materials produced with this activity to be used in all sorts building and crafting like bow and arrow fletching, traps, torches, storage containers and even a log cabin.
Possibility for mechanics:Swing axe at tree x # of times - Fell tree - Chop into logs or carve into planks.[/i]
Should take into account axe sharpness, char. strength, wood hardness, tree's size?
What I expect to see: Realistically I'm expecting it to be nothing more than fuel and as such will tie into cooking and smithing.
Possibility for mechanics: Swing axe at tree x # of times - get wood material.
I'm hoping to see at least some form of wood crafting, even if just arrow shafts
Cooking
What I want to see: I'm envisioning expansive cooking with all edible and non edible foods in game as ingredients. Bread, cakes, stews and sandwiches.
Possibility for mechanics: Way too extensive to break down but simply all non edible foods such as rice, flour, eggs, etc..will have to be cooked, mixed or other wise prepared to become a usable ingredient along side other ready to use ingredients(which they themselves may also be mixed or altered to create new ingredients) such as milk, water, fruits/vegetables, cheese, etc...
Inedible food. Nice oxymoron. ( :turned: ). I don't expect to see much here unless they develop eating (more so than many other games have) If cooked food is only as useful as uncooked food, I don't see the point spending too much time on it. Nutrition? Minor buffs? Affect character development? If you eat a lot of fat, protein, and sugar should you get fat or buff? Scurvy? Beriberi?
I DON'T want to see food give things like health buffs or attrib. buffs. Maybe MP and Fatigue buffs for expensive / pseudo-magic foods (More like how candy, protein bars, nuts, etc, could be considered high energy food). However, seeing attrib. damage/drain effects because of bad nutrition might be cool.
Mining
What I want to see: Specific types of mines throughout Skyrim each producing one or a combination of resources including but not limited to; coal, iron ore, copper ore, nickel ore, silver ore, gold ore and mithril ore. Bituminous coal, hematite / magnetite/ limonite, malachite / native copper / tetrahedrite, garnierite, Tetrahedrite (again) / native silver / galena, Native gold, etc. unless your skilled or read up on rocks, a layman doesn't know what one rock is from another. One shouldn't just wander into a mine and expect to know whats valueable. It would be cool to see the walls of a cave change as you descend from one rock layer to another or wander through a vein of ore.
Possibility for mechanics: Swing pick at rock x # of times - get related resource.
I'd like to say I don't want to see mining become a time sink as in Runescape. Yes, realistically mining is time consuming, but swinging a pick for 8 hrs a day is not entertaining.
Smithing
What I want: The ability to make 2 to 4 different kinds of unique weapons and armor for each class as well as lock picks, lanterns, cook ware and of course a roasting spit.
Possibility for mechanics: Put fuel in furnace(first wood then coal) - smelt ore in furnace - remove liquid metal - put liquid metal in mold to form ingot - place ingot in furnace - remove hot metal - forge into desired item.
Making steel is a bit more involved and some types of ore require more than just adding heat. Its this metallurgic complexity that leads to different types of steel, as well as the historical prevalence of one metal over others(aluminum wasn't discovered until the 1800s, and was very hard to extract. It was at one point as expensive as gold. Tho steel is a very old metal, the bronze age was known as the bronze age for a reason). I'd like to see different types of metal have different requirements to smelt.
And like with mining, the intricacies of smelting should not be obvious to a novice. I'm not recommending a level requirement here for types of metals, I don't have a problem with a Lvl 1 char making any kind of material, but materials should be hard to get (but hopefully fairly plentiful if not infinite) and should require player (not necessarily PC) know-how to achieve. Add some books. Add quests for knowledge. Etc.
What I expect to see: The ability to make 1 or 2 unique weapons for each class, lock picks and maybe a roasting spit(tie to cooking)
I don't expect to see unique craftables (tho I'd like them). Some people will complain that they don't want to HAVE TO do smithing to get a specific cool sword. I'd like to be able to specify how thick the blade should be, how sharp (is this an axe or a sword or a sword with an axe-like edge -- see falchion) how long, Inlaying? etching? how long the hilt is, how heavy the sword is overall, where the center of balance is. Am I crafting armor? How thick should it be? Do I want to cover my whole hand or leave out fingers? do I find I often leave 1 part of my body exposed in combat? I should be able to craft armor to cover it better. Am I worried about being shot in the back? Or do I plan on facing every archer I encounter? But, this is what I want, not what I expect. It will be years before this is feasible in a game.
While it's true I would of liked them to provide me with what I wanted, I am still very pleased to be getting something like what I expect because it is a foundation to base a more extensive crafting system on when modding comes to town. I'm very happy with the possibilities for modding that these new mechanics will provide the community. I thoroughly agree with you here. This is a step in the right direction.
If you like these feature, and can tolerate ASCII graphics and a vertical learning curve, you should try http://www.bay12games.com/dwarves/.
edit: bold wasn't bold enough to be obvious, sorry if it's too bold now. Let me know.