All my thoughts on this were already said by other users.
iTessen
Thing is.... we aren't even crafting.
-__-;
We just collect stuff and then give it to an NPC.
Not just for bugs/ink/trash but for zOMG! too.
Making a skill... a minigame...
a failure rate wouldn't even make any sense.
However if everything was changed and we do craft them ourselves.... should ink/bugs/trash crafting go towards zOMG! recipe crafting too?
AND I'M TOO LAZY TO READ THE OTHER THREAD BAWW.
I never thought on it in this way, actually. I forgot that we aren't actually making the item. Now I want more the minigame.
heart
And puzzles seems about the right way to solve this. The Failure rate can be easy, if you don't make it on time, you fail. You wont lose gold, just drops.
SykoCaster
Love the Cash Shop idea, too, but I just know everyone and their mother's dog will BAWWWWW about it.
Like me. I'm always good about CS when it comes to shortcuts, but no if it's the only way. That always bugs me a lot.
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About the third thing not happening: You know, doesn't need to be like that. It's why I mention the Dance Game we had for Prom. You only need to change the graphics a bit, but the work of it wouldn't change that much. You have already the code and seems that people would like to play that game again.
It's fun and failure rate goes according to your skills. The level of each phase (Without new songs, it's just timing your keys and using a random zOMG music) depends on the rarity of the recipe. The more rare, the more difficult and duration. If you fail, one drop goes away. Never gold, though.
The Nulls can be also implemented to add to the result of that game some percentage of winning.
The code is already on Gaia. You just needs to adapt it.