This idea has been bantered about before, but it's time to make it again.
Make armor and weapons wear out.
Specifically, lets say you have a fully teched set of Mith armor. As you go out and fight, the first 2-3 days your actively in battle, no wear shows. But for every 3 days you use your armor, it looses it's basic stats. So, for every 3 days of active use, it looses -10 armor. So, in a months time you need it repaired. Techs would not be affected. Repairs would require only bars and orbs, and use more resources the more damaged a piece was. Like 1 bar 1 orb for minor damage, up to what it takes to make the piece in bars for fully worn pieces.
Now I know some will not like this idea.
It will be inconvient at times.
It will make the adventurer more dependant on crafters.
It will favor the crafter over the adventurer.
It provides purpose to the crafter, but not to the adventurer.
Let's look at each one to see if there is any way to offset the negative...
It will be inconvient at times.
Sure it will, just like debuffs are inconvient, death is without a healer to rez close by.
It will make the adventurer more dependant on crafters.
Yes it will, and it could work to the adventurers advantage. Instead of money for the repair, why not trade comps, or resources gotten as loot when hunting? The more astute crafter will need to offer incentives to get customers. Merely lowering prices may not be enough.
It will favor the crafter over the adventurer.
Yes it will. This is the big downside to this idea and why it has usually been abandoned when ever brought up. In a craft centric game, there is already an imbalance in favor of the crafter.
It provides purpose to the crafter, but not to the adventurer.
This is where the idea needs help. Yes, it would give the crafter a new purpose, but the adventurer is not helped at all. But there is one thing we have seen lately that could help. As new content for the adventurer is added, why not add the repair forms as drop only items. Adventure types could have the added purpose to collect and resell these forms to the crafters. The new round shield forms are an example of this in action. However these forms should not be rare, but reasonably common. Rare forms that give special stat enhancements
could be added that would give a further range of things to look for and sell.
But more than that, the adventurer needs a purpose to exist. Raids on towns are great, but we need more ongoing threats to keep players playing. Put roaming mobs around all towns. Have them wander into towns and kill NPC on occasion. Have the WA setup blight portals that if not distroyed, will actually over take an area. ( better version of the anchors ) Make a patrol of high tier mobs wander from one end of aradoth to the other. If not stopped, they wreak havoc all any town they pass. Give us a new challenge like the rebuilding of Rachival.
Added: another idea LaughingOtter mentioned in IRC...
Chance for crafters to have crit success crafting items - "Unbreakable fine mithril battle axe" etc..
Ok... what do you think?