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I am currently working on my database for armor and equipment, and came up with this inquiry. My game currently has about 4 to 5 "archs" with arch defined as, roughly:


1. New town


1.5 New party member


2. New sidequests


3. New "monster zone"


4. Boss fight


Each "zone," I have planned to incorporate 2 forms of equipment. 1) The base equipment you can buy at the store in the zone's town immediately, and 2) craftable equipment you cannot buy at a store, but instead make from materials found from the monsters in this zone (higher stats than the store's). I am using Yanfly's plugin to add item variation in the equipment you acquire, so that you can craft more of the same item for a chance at higher stats.


But looking at my items, I'm wondering if I might have too many. I can certainly "bloat" the zones by adding sidequests, but I feel like that's only a temporary solution, and may cause other issues down the road. I can remove the only-craftable equipment (#2 above), but my game has a heavy emphasis on crafting in general (I have a class based entirely around crafting) so it feels incongruous to do that. So because the game essentially revolves around crafting, maybe I don't have too much equipment?


Its food for thought! What do you guys think? How much equipment (in general, of course, not just my game) is too much?


Edit: So writing this out made me sit back and reevaluate a few things. Mainly: when is my player going to be using this gear? I came up with this formula:


Town -> Town Gear


Sidequest Zone -> mix of Town Gear & Crafted Gear


Boss -> Crafted Gear


Zone on the way to Next Town -> Crafted Gear


Next Town -> New Town Gear


Sidequest Zone -> mix of New Town Gear & New Crafted Gear


etc.


It needs some work but it might allow the use of more possible equipment~

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