11-29-2007, 03:17 AM
Smurtle Wrote:When concerning the skill gain rate of the crafting skills, an economical question is going to be proposed: will it ruin the economy?
I don't think a rate increase will harm the economy at all. With the pushing of more armors from more and more people it's going to create a better market, whether cheaper or not will be determined by the individuals' price setting, but that aside, there will actually be competition.
Quite frankly, he is right. The scholastic endeavors and the work commitments by most of us will keep a plethora of people from actually concentrating on the skills.
By taking months to master a skill is considered noteworthy? Or is it considered foolish because someone would waste so much time on something so frivolous when they could be out actually interacting and fighting, or questing in the game?
Just because something is hard doesn't make it fun, nor does it make it worth it. The road less traveled is a nice idea, but this is a game and the people with transfered skills are going to dominate in the craft department. That's just the way it is. The economy isn't so much an economy anymore, more like a "dictatorship" with a few at the helm of the craft leadership position.
When you really look at it, is a slightly faster skill gain that much harder? Magery was reworked because of the amount it took and the incredible amount of time it consumed. We lived through it and the economy isn't affected, however; the PvP has increased and so has the interaction of players. I've seen a lot more people in the world now.
Havnig things challenging is nice, but when it's so monotonous that it becomes work then it loses the purpose behind the challenge.
Remember- just because it's hard doesn't make it better.
Well said.