Dolyem wrote: » Steven has described the system as aiming to be a design where each artisan class relies on the others to progress. So if its only at endgame that this dependency occurs, the progression will merely just be a chore to overcome and not something to enjoy by how I see it. in the end I guess what there should be is limits to how high up you can progress in the artisan classes you don't master. Or perhaps the efficiency is low enough that it would be more effective to purchase materials or services rather than spending exponentially more time attempting them yourself than it would take for a master to. My other concern would be relevancy of processors in particular, seeing as they will likely just be fed raw materials by guilds allowing them to progress in each branch rather quickly. Thus making the need of many processors nonexistent seeing as a few would do the job just fine. To counter this I suppose you could make it time consuming to process many materials, thus making more processors a more efficient venture. But even then I doubt that would be a big deal to most. Just feel like the "middle man" artisan class isn't going to have a prominent relevance outside of guilds, except maybe in animal husbandry. I dont know, I feel like I am rambling now.
Dolyem wrote: » Everyone feel free to criticize or even add better suggestions that would make mastering an artisan class hold relevance throughout the progression process and not just in endgame.