Originally Posted by GrahamBelmont
And then you have crafting and gathering. Compared to most MMO's, these systems are really fleshed out in ARR. There's a lot of depth there. There's almost more crafting classes than battle classes, they have their own skill sets, their own gear, hundreds of recipes and materials... yet they are intent on making crafting and gathering have no place within the game. They don't want players forced into it, they feel as if they don't want players to avoid running dungeons for gear, they feel as if a strong player market promotes RMT abuse, so they've made it completely arbitrary and bypassable. Why put all of this effort into their crafting and gathering systems if they don't intend people to take full advantage of it? In my own world, if I were directing ARR, I would take this massive strength and roll with it. I would push the game heavily around crafting and gathering and player economy, simply because, hey, I have this really well done crafting and gathering aspect of my game.