half a year or longer ago, i already made a suggestion in the dev forum to get rid of the "by chance factor" and make it dependable on regular progression. Also not that every gear automaticly gets it but you get points you then can choose to give onto stuff you want to be good at crafting.
Admitted it is because i am one of the unlucky bastards who got only 6 smitthing skill in stuff i use. That also because i go for max level and those who didn't stop making generations earlier but continued till they "maxed out" their smithing skills and now are at least lvl 34 too. So you have people who have it all and people who will never be able to have it all ... thanks but no thanks. There were so many discussions and complains how to improve participation and interest into strategus but simple things like this aren't even considered.
EDIT: also max lvl players are those who will be those best at using their stuff at least in terms of skillpoints and attribute points. So them not being able to get their smithing skills up doesn't feels right at all. I wouldn't have a problem to bind it more to players contributions to the team, but those things would be tougher to implement.
btw in 5 generations 6 smithingskills is a freaking joke. Give us every 1million a smithingpoint we can distribute onto what ever gear we want. In my favour would be that you calculate it backwards for all my generations and the complete xp i already earned for my current lvl, BUT i would rather get a "complete reset of smithing skills" and then earn every million xp a point then continue with this messed up system as it is atm. By chance my ass, people used multiple sets of weapons to get more smithing skills onto arrows, 2h/polearms/1h/shields/constructions whatever. They got lucky and are on max lvl in smithing in that stuff in 2-3 generations ... yeah those are the skilled once ^^.
http://forum.c-rpg.net/index.php/topic,20553.0.htmlI heard from several players complains about the way smithing skill distribution works now.
So hear is my suggestion how it could be perhaps a bit more even
1. for the reset we have a skillpoint pool
2. per generation you calc 3 pink messages for anyone, like xp_per_ gen/3
3. per pink message the smithing skill pool increases by 9(1 for each item slot)
with this smithing point pool now a player can choose
to increase the skill level
0 x loomed item at the cost of 1 skill point
1 x loomed item at the cost of 2 skill point
2 x loomed item at the cost of 3 skill point
3 x loomed item at the cost of 4 skill point
After the reset it would basicly work the same, every time a player gains 1/3 xp of a gen (including those who are going for max level) he gets a pink message he would have 9 additional smithing points to increase his skill levels for various weapons and armor
As you wanted to include a factor that would increase the crafting skill for the stuff a player normaly uses, you could query the gear the guys have loomed and give depending on that, these items skilltrees for smithing.
f.e.
if someone has a
x2
and a
x3 loomed item
then that person would be able to increase
skilltrees
x0,x1,x2 for the first item and skilltrees
x0-x3 for the second item
If the player then chooses to invest 100 skill points into x0 item(s) or into x3 item(s) is completly up to him.
as this suggestion of me wasn't answered at all or responded in any form, i don't see a breaking of trust posting my suggestion here which was posted originaly on dev forum.