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Should endgame gear be craftable or boss only in mm os?

Crafting Controversy | Game Designers Debate Endgame Gear Accessibility

By

Tina Schwartz

Mar 4, 2026, 06:24 PM

Edited By

Sarah O'Neil

3 minutes needed to read

A player character crafting gear at a workstation surrounded by materials, illustrating the debate between crafting and boss drops in MMOs.
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In the gaming world, a heated discussion is brewing among designers about endgame gear. A recent post in user forums revealed that a struggling MMO's new progression system has sparked debate on whether gear should be crafted or exclusively obtained from bosses. Shifted objectives left some players feeling sidelined.

The Design Dilemma: Craft vs. Boss Drops

Originally, the game's most powerful equipment, known as Dragon gear, was craftable. This intended to appeal to both players who enjoy boss encounters and those who prefer resource grinding. However, the decision created unintended consequences. Players found they could completely bypass boss fights, opting instead for crafting, thus diminishing the aspirational nature of boss battles.

Due to this progression issue, developers implemented a significant redesign: all Dragon gear became boss drop-only. Bosses now dictate access to critical upgrades, with specific items slated for drops like:

  • Fire Drake: Boots / Gloves

  • Wyvern: Platelegs / Shield

  • Elder Dragon: Warhammer

  • Dragon King: Bulwark

To compensate for the shift toward rarity, the Dragon gear was enhanced, now exceeding the previous Void tier.

What Players Are Saying

Feedback from players suggests a mix of feelings regarding this switch. Opinions vary from advocating a balanced approach of crafting tied to boss encounters, to complete disdain for making bosses mandatory. One player suggested, "Craftable with boss items allows control over the gear created, and rewards effort."

However, sentiments also express concern over player enjoyment. "Did this lessen the enjoyment?" asked a commenter, pointing out that players have different playstyles. Some assert that crafting rewards its own form of achievement, which shouldnโ€™t be ignored.

The Case for a Hybrid System

Several users argued that a hybrid approachโ€”crafting upgrades using drops from bossesโ€”might better cater to diverse player interests. This combination could ensure a dynamic gaming experience while retaining the importance of both crafting and combat.

Curiously, discussions also analyzed player motivations. If crafters can opt out of boss battles entirely, does it undermine the sense of achievement tied to boss drops? As one user wisely noted, "Boss fights are optional within this playstyle," but thatโ€™s not necessarily a negative development.

Key Insights and Player Sentiment

  • โš–๏ธ Most players value crafting but recognize bosses should be part of the progression.

  • ๐Ÿ”„ "Combining both systems is always great," shared a satisfied commentator.

  • โš”๏ธ Discussions indicate support for boss battles but highlight the need for crafting not to be rendered obsolete.

The player dynamics in idle MMO designs remain challenging, particularly when most progression occurs offline. As the industry trends toward blending crafting with strategic gameplay, developers are urged to rethink their designs for catering to all player approaches while ensuring a rewarding experience.

Future Gear Dynamics

There's a strong chance that the push for a balanced design will lead developers to consider more nuanced systems in MMOs. With both crafting and boss encounters being vital to many players, experts estimate around a 75% probability that future updates will favor hybrid models. This approach may result in crafting systems linked to boss battles, blending the thrill of combat while rewarding resourcefulness. Additionally, in light of community feedback, more transparency from developers can help reduce frustrations and create a more inclusive environment for various play styles.

Historical Echoes in Gameplay Evolution

This situation mirrors the shift in tabletop games in the late '90s, when designers altered systems to incorporate both narrative and player agency. Much like how players previously found ways to bypass core gameplay elements, such as combat in Dungeons & Dragons through creative character builds, the MMO community now wrestles with ensuring all aspects of gameplay remain interactive. This reflection emphasizes how crucial it is for game designers to adapt to the evolving preferences of their communities, fostering a balance between challenge and engagement.