For the first, I don't plan to discuss here whether such a system would be good for us or not. Certainly for such a semi pinpoint system cost wise it has to offer more then what a simple recycling or buying a pack would and it should provide fun itself, else there will be no motivation to use it.
But beyond that my main issue here is that: this system you offer feels completely alien to the alteil universe.
I will try to give you some examples which aren't meant as concrete suggestions but inspiration material (esp as you may need A2 story knowledge to fit this to japan) helping me to describe my issues.
What in my opinion your system need is:1. Story wise integration of the system in alteil.
Why can iczers find such materials and craft/forge cards, something they never could before? The sudden appearance feels forced creating resistance to accept the feature something you don’t want.
example: it could happen that Elgandi (or take any other famous person passing through some dimensional portal) appears in our world and offers us advanced knowledge and tools he collected during his time in alteil. He explains us that we can directly summon the participants of past events If we sharpen our senses and collect remained signs/ traces left back by these people (mat drop during fights). He would cover the introduction of the system, offer help and be present at the crafting page as a person of reference.2 Crafting materials are uggly and have 0 reference to alteil story
Ores/minerals? are you serious? it looks like from some old dark RPG. They are identical (please don’t come with recolouring, that always feels cheap in games), look like a snail and have names like someone had no ideas and used some random name generator. We have only one true mining related thing and that’s the goblins. So you could add one "goblins ore" as mineral max and thats it. Let me give you a few examples for mats:
daniels notes, piece of a broken sword/shield, alraunas hair, big yellow brick (refess and their walls), mage doll parts, corpse from a distant war, a broken lamp (wisp, reference to a1), shade in the bottle, a heros soul , "destroyed by noze", "lost" (confused person asking: I've been returned where I am?
), random burning building, faerie wing, mechanical parts, pretty clothes, lost love letter also possible feelings like fear and despair, chaos or hope. You see there are lots of possibilities but they have to be alteil related, not monotone equally picking up the themes of the 4-5 spheres and please not the same drawings recoloured several times. I am sure you can do it better.3 more diversity/ better selling motivation
like demonstrated in previous posts, your money spending options are just way too obvious and trigger "ripoff alarm" too early. For example the cauldrons are all the same they are super boring. Reward the people with art and diversity of mechanism.
So you could pick several favored mages out from alteil story and make it their cauldron:
eg fellanas cauldron (a huge pile of mess in the background on top of it a black cat is standing), mage X's (character or unit doesnt matter) cauldron you could even leave that theme and make altars you have to put the mats on and burn or graves where you bury the mats in, use places from alteil story and so on.
Of course art alone would not help, you could assign to these different arts different but overall balanced
crafting features so they become asymmetric lottos or strong pinpointers for certain types of cards (higher amounts of mats unlock higher lvl skill of item).
Examples for skills: sphere tendency/aversion, higher pinpoint if you get a certain rarity/lvl (requires an "I want you" list) , rarity lock out, reward for crafting, lower use of material X or y and higher use of material z, higher chance for card with quality X (close skill, action skill female, subtypeX... ), duplication chance/different crafting time and so on.
And then I would make these cauldrons/shrines whatever fm grindable but with increasing cost so that you have to take priorities short term
but don’t have to with gran + eventual limited but expandable crafting slots (ts almost sounds like what you have now D:). It’s important to find a balance between motivation to pay and demotivation of the free/low budget player base.
I wouldn’t make the decomposing process itself time dependent, but if you really want to further limit the crafting process in time, you could introduce a process where you have to pick a random card (rarity level irrelevant) and clear off the memories/ stories attached to that card so you can get a blank you can fill with a new one.
Thats for the first. I understand that you don’t want to waste too much time on japans tasks but this was a bit weak. Alteil is a quality product
hush hush off to work.
Uff Anima has spoken