Tedium for the sake of tedium is not something I really see as good design for anything.
Just as an example. If there is something cool about being a tradeskill guy, like the Prayer Shawl that came in Velious or the later enhancements that had all tradeskills make items that would be worth the grind some people will be inclined to climb that hill.
If that hill exists not because getting rare recipes or ingredients from going out in the world but because of all the shit you have to simply buy off merchants or get from underspawning mining nodes (which is itself a Warcraft inspired feature) then you are just calling tedium a wortwhile hurdle.
Just as an example. If there is something cool about being a tradeskill guy, like the Prayer Shawl that came in Velious or the later enhancements that had all tradeskills make items that would be worth the grind some people will be inclined to climb that hill.
If that hill exists not because getting rare recipes or ingredients from going out in the world but because of all the shit you have to simply buy off merchants or get from underspawning mining nodes (which is itself a Warcraft inspired feature) then you are just calling tedium a wortwhile hurdle.
- Going to the ends of the game world to tediously camp rare spawning mobs or remote areas for rare gems, or ingredients for a recipe that you can craft because you spent time hunting down an ancient potion recipe in a quest you discovered. This potion is some neat heal over time effect that is very desirable and you will be one of the few who can craft it.
- Good Tedium.
- By all means also have failures destroy components.
- Sitting around and spending gold and painfully putting in combine after combine so you can raise your skill up to 85 when you can start making something remotely useful. Then going out and tediously camping stuff that's just overcamped or annoying to get.
- Bad tedium.
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