Originally Posted by
Laeore
In terms of long-term effects on server economies, I think this is a good thing (assuming they fix the lack of gil generation) with the perspective from rolling on a new server. I can ding 50 and buy a set of the crafted gear. I don't have to farm whatsoever. The benefit is a trade-off for large amounts of gil on the market board.
IMO, this is why it should be more expensive than Darklight. Nobody has to level crafting, and there should be a trade-off in ease of effort for self-sufficiency. When geared, players can run dungeons for more Tomes to pick up mats to sell. Your buddy can't play until November, but he wants to raid with you when he gets on? Well you can help him buy his way in.
There are far more pro's to this system than a system of complete self-sufficiency, from an economic standpoint. I think people are stuck in the idea of "I pick crafting to supplement my main", but this is a different crafting system that is more in the sandboxy direction. When I played a Blacksmith/Tailor in Ultima Online, crafting was a different game. Your goal is perfecting your crafts, and making gil. The goal in UO's system was never to be a great adventurer by way of your crafted gear. There is a lot of profit to be made for savvy trades/crafts-men here. I like that.