In an MMO like this, there are only 3 viable ways to make an income. 1: Crafting. 2: Gathering. 3: Kill selling. If you were to make it so that gathering from unspoiled nodes was easier, or removed them completely, then the supply would go up significantly, therefore killing the profitability of being a gatherer. Of course, you could compensate by increasing the quantities of materials required by craft recipes, but what exactly have you gained here? All you're doing is keeping the demand and supply ratios the same, but increasing the numbers. To give a real world example: Look at the current cost of crude oil, it's very low compared to a year ago, because demand lowered and supply stayed the same. Normally oil producers would have lowered output to keep the prices at levels that are most profitable to them, but for a variety of reasons they chose not to, ergo lower prices and less profits. What you propose will have the exact same results, but instead of demand lowering and supply staying the same, you're keeping the demand the same and increasing the supply. If your income relies on oil costing a set price (see Iran and Venezuela), then you're going to be screwed when the prices drop. Just like in game, supply shoots up, demand stays the same, the only winners are the crafters making higher profits whilst the gatherers get poorer and the kill sellers probably make just as much money.