Quote:
Originally Posted by Tareith
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.
|
pretty much summed up what i was exactly thinking.