TL;DR
Create an "Volatile Alchemy Machine" (VAM) that takes in materials, minerals, and energy and spits out random prizes.
Details
1. Players can deposit as many minerals/materials as they want into the machine (kind of like old mineral deposits in arcade).
They then pay 10 energy to crank out a random material prize. The prize could be multiple materials or a single rare material. The minerals put in will influence the type of material that comes out. The star level of the material put in will influence the quantity and star level of the material that comes out.
2. Players can also choose to add a piece of equipment (armor/shield/weapon) into the machine. This will increase the cost (see costs), but the machine will spit out a random item of the same type (ig. sword in = sword out). The star level of the item could be lower, the same, or higher than the star level of the item put in (see sample probabilities). The minerals and materials put in can influence the item that comes out.
For example, I can put in a hot-edge, 400 dark matter, 100 dark shards, and have a shot (albeit a very slim one) at getting a Gran Faust.
3. There's a very small chance that the machine will mess up and return nothing (Display humorous VAM failure animation!).
All materials coming out of the machine would be unbound. The equipment created by the machine would be bound if the equipment put in is bound. Otherwise, it is unbound as well. Equipment crafted by the VAM will always be level 1 and have no variants.
Equipment Alchemy Costs
0 star - 400 energy
1 star - 600 energy
2 star - 800 energy
3 star - 1000 energy
4 star - 1200 energy
5 star - 1400 energy
Sample Probabilities (OOO would be better at balancing these than me)
If they put in 1 star:
Nothing - 1%
0 star - 15%
1 star - 20%
2 star - 25%
3 star - 35%
4 star - 3%
5 star - 1%
If they put in 4 star:
Nothing - 1%
0 star - 1%
1 star - 2%
2 star - 4%
3 star - 8%
4 star - 24%
5 star - 60%
If they put in 5 star:
Nothing - 1%
5 star - 99%
Benefits:
1. Players get a chance at saving a lot of money/grinding
2. On average, more energy would be spent upgrading via VAMs than traditional alchemy. More energy paid for same gear = better energy sink.
3. VAM produces random, non UV, items. Will not interfere with traditional crafting.
4. VAM lets end-game players try out different 5 star equipment without grinding forever to get each one.
Thoughts from people in the community?
Possibly but putting in boss token items, event items, prize box items, or SL gear (short of brute jelly) no.
This would not help those who have spent their cash on UVs as they would almost never let those go.
It could also prove to be another source of addiction and disappointment.
Not certain about this but it is indeed interesting.