Attributes of each new level of clothing do not make them significantly different. It's often just a difference of 10 health and a slight boost to some other attributes, and in several/many cases actually a downgrade because of the material options.
Example: Bowler Hat uses hide, cloth and metal, but the "upgrade" options each only have one each of hide and cloth.
Example: Intrepid Shirt uses hide, cloth and metal, but Drayman's Ensemble only uses one each of hide and cloth. NTTC Breeches also have one less material component.
Example: Calcularian Jacket uses Leather, straps and buttons but NTTC Naval Jacket (same progression level as Calcularian) uses Felt, thread and buttons; felt is a lower tier component since leather at this point in progression can be Reinforced Leather, and there is no similar option for felt.
Without a reasonable boost in base attributes the "upgrades" in clothing are often actually downgrades, making it reasonable to skip entire sets simply because the difference isn't worth the time/material cost. The higher in progression the higher the base attributes and potential from materials should be. Also, clothing in the same level of progression should have similar potential from recipes so that if one calls for cloth (when Durable Cloth is unlocked) another also calls for it, or else has other materials that make up the difference in potential.
The addition of other materials for potential levelling can and should also include the addition of components that use more than one metal, or a metal/gem or leather/gem or cloth/gem combination (giving gems more of a presence, since at present they are very limited in what they can be used for).
Related but on a different topic, the various powdered metals and gems found around the realms should be craftable and used in cut gem recipes, or used in some other capacity that makes them worth taking/making.
Category Tags | Crafting, Tools/Gear |
Mode | Both Online & Offline |
Sentiment | Critical |