
Originally Posted by
RoninYabusame
You don't get it. First off, culinarians and alchemists (your two classes) make disposable goods, which means that the market will always be there, and will continue to grow as people find out the effects of items you make are useful. The problem Goldsmithers have is something you cannot relate to.
First, our goods are not disposable, or at least are not intended to be. That means that once an item is entered into circulation a certain amount of times...it will become essentially worthless. This is a problem faced by all the other crafters but your two main crafts, and though annoying is fairly common in MMO economies.
Secondly, Goldsmiths face an additional, and ridiculous, restriction not forced on any other class. We have recipes for bracelets, neck wear, and earrings that barely get used by most players because you're only allowed to wear 12 "slot points" worth of jewelery. You can't even wear a full set of top tier rings! That would be like telling a Weaver that if someone buys their most extravagant pants, the customer would not be able to equip a shirt, gloves, or shoes because they've overspent their slot cost for clothes. This is causing an artificially suppressed demand which makes goldsmithing, which is supposedly the biggest risk/reward craft in the game according to SE, all risk and no reward. It is currently impossible to make real profit on any jewelery in goldsmithing right now (besides maybe black pearl rings which require Cooking), and that is absurd.