Thank you for the response!
Crafting and gathering systems are already planned. I want the economy to be player-driven, with NPCs only trading basic items for the early stages of the server. I don’t want players to reach level 100 in 1–2 weeks, as often happens on many low-rate servers. Making supplies harder to access is one way to prevent this and will encourage players to work together in groups. If you have any ideas for gathering or crafting systems, please share them. So far, I’ve considered mining/blacksmithing, herbalism/alchemy, woodcutting/carpentry, farming, cooking and enchanting.
The game will be centered around Rook, but there will be vocations obtained through quest lines, which will include progression quests. Additionally, there will be heroic vocations with more difficult and longer quest lines (such as Necromancer, Paladin (not like the Tibia Paladin) , Vampire).
The dynamic dungeon system sounds interesting. I’ll look into how to implement it when other systems are done.
Take a look at this:
[TFS 1.x] Procedural Cave Generation (https://otland.net/threads/tfs-1-x-procedural-cave-generation.281794/), someone already tried it.
As for gathering and crafting systems, try to keep things as simple as possible in the beginning. Avoid too many variables and focus on making sure everything works smoothly and depends on each other. A player should not be able to perform all gathering or crafting activities. Ideally, the player needs to choose one or two at most and leave out the rest. You can create resource dependencies across different activities. For example, blacksmithing can require materials from both mining and woodcutting.
The goal is to prevent players from being completely self sufficient, so they are encouraged to buy resources gathered or crafted by others.
Starting with a small number of variables, like only 3 to 5 types of ores instead of 15, will help with balance and give you a solid foundation for future improvements.
Another way to help with balancing and making sure things are connected is to think in terms of a tier system. For example, you could have three different tiers of resources and crafted goods.
So you would have something like:
Tier 1 gathering: bronze ore, basic wood, basic herb, basic food, and so on
Tier 2 gathering: silver ore, hard wood, and similar materials
Tier 3 gathering: more advanced or rare materials
The same idea applies to crafting. You can have three tiers of crafting as well. This way, there is a clear link between the strength of different resources and crafted goods, which helps you build those dependencies mentioned earlier.
A good practice is to make tier 1 resources required for higher tier crafted items too. That way, you create an economy around lower level materials instead of making them useless later.