In this post I'm going to try and address 3 topics: What makes a good crate item Why Power Creep is a problem Library Books and Suggestions What Makes a Good Crate Item? The answer is deceptively simple, it's an item that people are excited and happy to open. This reflects the goal of crates which is to have people want to open them. The worst feeling for every type of player is when you go to use your crate key, and you open something that you don't want- Or by extension, a rare that nobody wants. A good crate item is an item that most people will want. This is where the Void Crate excels, much like the Superhero crate, the majority of the items it contains are items that most people want. This means that when people go to open the crate, they more often than not end up satisfied with what they open. The general feeling when people open the crate is largely a good one, which leads people (including me) to say that it is one of the best crates of all time- both in terms of the overall design (the Deep Void crate being a particularly novel idea) and EV (estimated value of opening the crate) The Void Crate is one of the best crates of all time because it contains mostly items that people will want. This is where I want to take a moment to define the three basic types of rares: PVP rares, Utility rares, and Purely Cosmetic rares. Every crate has a healthy balance of these items, with the Utility rares being the most valuable, followed by PVP rares and Purely cosmetic rares. What makes a good rare (A rare people are happy to open) in one of these categories doesn't necessarily make a good rare in the others, This is where we get to the second feature of what makes a good crate item- its relationship in contrast to other rares in its category. This is the point where I shift to the second topic, Why power creep in Utility rares (tools, movement, building aids, etc.) is a problem. First of all, what is Power Creep? Power creep refers to when newer items are much better then older ones, for example, The new ender dragon disguise is exactly like the old one, except it is Unbreakable. The new ender dragon disguise is better in every way when contrasted with the old one. There is no reason to have an old ender dragon disguise if you can have the new one. Why is this a problem? Simply put, it feels bad. Not necessarily for the new player who opens the new ender dragon disguise, but for all the old players who now posses what is essentially an inferior product. The Ender Dragon disguise is one thing, but where it really starts being frustrating is with items like the Void Pick or Enderbow from this crate- Both of which are VERY power crept versions of items that had been the Industry standard for literally years (Unbreakable pickaxe and original ender bow). As awesome as those items are, It feels bad that now I feel obliged to replace items that I have been using for years to upgrade to their new and improved versions. Power Creep is a problem because it makes your current items feel irrelevant and outdated. This is made even more of an issue with the common advent of library books, like them or not, they have become a mainstay of crates for a while now. Now it feels extra bad if an item you have invested many of these books into an item that is now the less-optimal version. Again, Void pickaxe and Enderbow are particularly egregious here, as they are often enchanted with power 6 and efficiency 6 respectively. This brings me to my third point, why library books are the future of rares design, and my suggestions for what Apple should do going forward. Essentially, I think Apple should be sidestepping power creep by making it so effects like the Void pickaxe are on books instead of their own items. Had the Void Pickaxe effect been on the book, there would be no reason to feel the need to replace your old pickaxe, the Void Pickaxe effect is still equally valuable and important, it just dosent step over the territory of other rares. Items like the reprinted Enderbow have no reason to be unbreakable either- especially since Nanotech mending is literally in the same crate. I suggested nanotech mending specifically so that you WOULDENT feel like making items like Enderbow unbreakable. By all means continue the trend of making new rares unbreakable, but not if their original versions weren't. Void Shears are also an example of power creep, why do void shears break glass? Had the Void shears not have had that ability, They still would have been very useful and sought after, but they wouldn't be trespassing on the territory of the smasher. *Edit: I think we could have still reprinted glass smasher, but have it be a seperate rare then the void shears. Essentially, you DONT need power creep to sell crate keys, or to make crate items that people want. If a good crate item is an item that most people want, the right place to push rares design is in innovation, not optimization of already existing rares. Instead of marching on the same territory, expand into new areas. Items like Nanotech Mending book or Void Wanderers or the Deep Void Items are great examples of this- these are items people get excited about and that are very powerful in their own ways, but they don't trample on past rares and give older players a bad feeling. I'd argue that the Void Crate is an amazing crate, but I'd also it'd be equally amazing if not more so if the items in it weren't Overpowered- they don't need to be. ~ Thanks for reading this! If you have any questions or comments please tell me! I absolutely love talking about rares design!