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Features I want:
Easy to start with a sharp time/money invested curve and enough interaction so it can't be automated/botted.
Multiple worthwhile and profitable tiers throughout the progression.
Takes atleast 6 months for a moderate gamer to cap, possibly longer if the system is fleshed out well enough.
Nothing like bind on pickup crafted gear, period. If I can make it, I can sell it or give it to someone else.
Limits to the total number of capped crafts a character can have.
Oh ya, and one more important one. No random % chance of making a higher quality item. If you want to make a better version of the same item, sub out a rare material. Makes much more sense.
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The statistics on sanity are that one out of every four Americans is suffering from some form of mental illness. Think of your three best friends. If they're okay, then it's you. ~Rita Mae Brown
She may be pretty, may be sweet, but ain't half as nice as rotting meat. ~Legend
Last edited by Tareith; 06-25-2008 at 12:18 PM..
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