Ok, essay time I guess.
Rarity
Grade
in Gathering
is actually a design element intended to make certain players feel worse and spend more money/time. So I can totally see why OP would want to remove it.
Most of the more fun games don't have it. They have 'rarer stuff that comes out of the same gathering points', to give the dopamine hit that so many crave. The OP would solve the artificial problem of 'some people feeling so much worse that they stop playing'. But this is really important for MMO designers to get. If they think 'we need this system to make the world competitive and alive', no, it's just 'you grew up on an older Korean-style MMO infused with that aspect of their culture and are copying one of the cheaper ways to cause the feeling'.
If Ashes is doing it for that exact reason, they have no reason to change it. If they are more like Quinfall or Throne and Liberty and they want people to feel good playing even if they aren't hardcore competitive, they could remove rarity altogether.
Most games like that just don't have proper Artisanship and everything is just a blob, because their first target audience is 'people who want to PvP or people who want to play a Massively Single-Player Online Game' and those people don't care about
interactions
of this type. We assume Ashes cares, so.
Basically you need an amount of realism to be immersive and no more than that. Extra realism gets in the way of gameplay, but ditching it destroys immersion. Walking the line, blah blah. The OP suggestion
is
a valid solution to the problem of too many bag slots being taken up with Rarity, but it is replacing it with a more complex (and more 'realistic') thing that only even matters if we assume the Rarity Grade is very important. My point in this post is that it isn't. I'm not saying 'it should be removed' but it's nuanced. If the main reason we need Rarity is to make people who 'only get Common Rarity' feel a competitive push, then adding 'granular, complex rarity' fizzles out a lot while also not being very fun.
You can only feel good about getting a Rare until the moment you realize everyone else is also getting the same or more.
Without the specialization and other aspects, it's just an illusion, and we should moreso feel sorry for the people it works
consistently
on (there are actually very few of these people, in my data). As soon as you start to feel 'disappointed' in 'only getting Common Grade' (or in some games, even Uncommon if you're later in the path), the positive is lost.
The bigger problem is that Rarity Grades make designers more likely to tie progression to that instead of different items. This works to make advancement
streamlined
, which many MMO players in the convenience age 'need'. The 'no one wants to memorize 50 different materials' problem basically. Except that people do this sort of thing all the time, across many games, if they're eased into it. So it's mostly just 'disrespecting your players' intelligence', and I'm even referring to the ones that aren't very intelligent to begin with.
Adding a Quality Rating wouldn't actually streamline things, or if it would, multiple attempts at reading the OP have still left it unclear exactly
how
. The best I can guess is that the quality rating is applied to 'the stack' and accumulates or averages out? But then you have 'a number that changes when you get more Granite in your Granite stack, but you don't control? I don't want to put words/systems in OP's 'mouth' so I will leave my guess at that.
Many modern games don't have even the basics of gatherables that people would know just from natural knowledge of history or fantasy world stories, but at that point, who are they really appealing to? It's possible that there is a large number of people out there who really want to play a Fantasy MMO but their reaction to Electrum Alloy (for example) is 'idk why you have all these weird metals I just wanna play the game', but there are likely just as many who wish that you could
even find
actual Silver in TL.
The OP's suggestion didn't appeal to anyone in my group in any way, and I hope I've explained why, as clearly as possible.