Crafting Professions

Phew, there’s a LOT going on here.

Maybe a better way to think about this – and the same way we think about design on a new feature – is what should be the goals of this system? We need do this without talking about features. For example:

- Players shouldn’t be able to join the game and quickly obtain the highest tier of gear through purchase or charity.

We can probably all agree on that goal, right? There’s multiple ways to achieve this, in ways that do and don’t affect other features with variable development costs. This is a really good place to start, especially when you’ve got a lot of potential solutions to one problem, it helps to agree on the fundamentals.

So, what should the goals of the crafting system be?

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