Okay, so the one thing I noticed (and love to death) about this game is there are no limits to what you can expand into as a crafter because there are no skill point limitations. You can master every DoL and DoH skill out there and be totally 100% self reliant. So my questions are thus:
1. How does a player made economy survive with this type of self relying environment?
2. Is it even worth having a shop for a particular craft?
3. Is there a market for resource sales or would it better to just vendor the stuff?
If your answer to #1 is something along the line of "Not everybody feels like going thru the boredom/grind of harvesting and crafting their own equipment, therefore relying on others who have the patience to do it" - my additional question would be:
4. What is the ratio of people who do craft to the people who don't craft to make the market worth being competitive in without feeling like you're competing against 500 other people in the same craft as you?
1. How does a player made economy survive with this type of self relying environment?
2. Is it even worth having a shop for a particular craft?
3. Is there a market for resource sales or would it better to just vendor the stuff?
If your answer to #1 is something along the line of "Not everybody feels like going thru the boredom/grind of harvesting and crafting their own equipment, therefore relying on others who have the patience to do it" - my additional question would be:
4. What is the ratio of people who do craft to the people who don't craft to make the market worth being competitive in without feeling like you're competing against 500 other people in the same craft as you?
Syngaemr Uldmann
Roegadyn (Sea Wolf)
Roegadyn (Sea Wolf)