Here is what I would like to see for Elder Game: Players have to make interesting choices about dropped items. What stats come on these vary, although the total value is generally about the same. Depending on the variation, some of these items are better for one spec or another. Crafting is Viable in the Elder Game, but not for every slot at every tier. Crafters have meaningful process of advancing their craft Some dropped or purchased recipes are available to supplement most slots at every tier. These are on the low end of the spectrum of items for that tier, but still better than the previous tier. There is also a systemized approach to improving certain Elder Game schematics, so that they eventually do become competitve with the best drops or better, but not for every slot at every tier. Crafters have a meaninful way of specializing and finding their own niche. Crafters have to make choices which affect which areas of the market they can compete in. See systemized approach above for part of this. There is an alternate system for getting items that is available to supplement your gear. Vendors sell items that are locked by Reputation and Achievements (you read that right) These are generally mediocre for the tier they are in, but a couple slots are competitive with the best tier stuff. (these will not be purchased with coins, generally, but I don't want to get into the specifics) Players are rewarded for doing the things that they like to do most. Raiding feeds back into raiding items and raid crafting. PvP feeds back into PvP items and PvP crafting. Solo story feeds back into solo play items and solo play crafting For the purposes of this I am referring to open world solo or small group play. So I know a lot of this is vague. The main bullet points are big goals, the points under that are general plans about how we think we can meet those goals. We actually have an answer in place already for most of this, which will of course need tuning and adjustment. One big thing we still need an answer for is: How do we create solo play gear that has a progression but is better for solo play than equivalent raid/PvP gear, but not nearly as good for Raid/PvP as the gear you get from that. We have a few answer to that question, but I would enjoy getting some thoughts from you guys as well.