I like the new progression tree but feel like there is a bit of a disconnect. The lower tier versions of items should be required to unlock the higher tier versions, otherwise there is not much incentive to do so for many of the items - you can simply 'skip' tiers for items you don't immediately have need for.
By flipping the Progression Tree sideways you can combine the tiers (I would suggest leaving the Tier tabs/buttons as a quick way to navigate to a specific horizontal section, possibly even adding the sub-tiers in as navigation points).
Attaching a sample of the structures with dependencies mapped as an example (tried to layout based on similar items and gave additional categories to filter on that would allow you to selectively view just a portion).
Some of the current 'groups' unlocked at same checkpoint could probably also be combined into a more expensive 'pack' (sconces or lampposts for example) if it was desired to keep it a bit simpler.
I tried to include a couple different types of dependencies (straight 1 to 1, many to 1, 1 to many, and many to many) as examples.
Other possible benefits to this layout are:
1) it allows you to see where it may be more beneficial to add more content (some more shelf types or plant/pot types as those are light, another type of tent as there's nothing unlocked at the tier 3 level, etc).
2) Ability to 'gate' parts of the tree behind other quests instead of just tiers
3) If the categories are used it should make it easier to find a specific type of item without having to resort to a search
Category Tags | UI/UX, Crafting |
Mode | Both Online & Offline |
Sentiment | Critical |