Quote Originally Posted by Raven2014 View Post
I recommend taking an economy class, because the concept of opportunity cost seem to be unknow to you. A few weeks ago leve item were selling for 50k+ per pop, in fact most of them still sell at that price now.
I understand what opportunity cost is. You obviously missed the point I made that leve items only really have any decent profit behind them is because they are leve items. If they weren't leve items you might still make a decent profit, on the one you sell every 10 days.



Quote Originally Posted by Raven2014 View Post

People who say this often do.
Calm down, Freud. I said that because people were implying all sorts of intent that isn't there.



Quote Originally Posted by Raven2014 View Post
It was also must easier for a few consortium and select few to corner the market back then. It's VERY obvious SE has tried to combat this issues various way. In 3.0 they used the rational of making things so hard to "slow down" the hardcore crafter so the "casual" had time to catch up. Remember how core mats were hidden node? Remember how it took 5 raw to process one? Remember how recipes took a ridiculous amount of stuffs to craft a simple thing? And once you grinded through the level, there is another grind awaited you at 60 that were so non-sensical that they had to get rid of mid way through HW? Do you know why, because it didn't slow down the hardcore crafters at all, they are resourceful and will just bulldoze anything in front of them with ease while the casual players looked at the grind and just gave up. The gap were widen, not close.
You're talking like it was next to impossible to level back in 2.0, it wasn't, far from it. It just took more effort, that's all.


Quote Originally Posted by Raven2014 View Post
That's why 4.0 hit it with a big hammer and crafting become more accessible onward. And the people who were crying are the hardcore crafters who can no longer control the market with ease. You call it strawman argument? That'll exactly how it works in real life to. The gap between classes can not be closed by throwing down obstacle at the top, 'cause the rich will just dodge all of them with their resource anyway and the only one you impede are the people you try to help. Rather, the gap is closed by helping the bottom catching up with the top, which is exactly what the current model is doing.

I'm still an omni-crafter, but these days I don't do it to get rid or to make stuff to sale, for me it's a way for me not to spend money. Crafting gears as it is simply a matter of convenience, if you don't craft you have to pay a little premium for the convience which is reasonable. Before it was a choice of either go through the grind yourself, or pay through your nose to get stuffs from a small number of players on your server.
Nobody, other than botters have controlled the market since 2.0. Even back then, crafting was not only far more fun but also much easier and cheaper than it was in a game like FFXI. You could make an argument that in 2005 or so maxed out goldsmiths were controlling the markets in FFXI, but never in this game has it ever been anything like that.

Quote Originally Posted by Raven2014 View Post
tl;dr: assuming you don't have ultirior motive, here is the main point: if the game push crafting to a decree that will make it interesting and challenge for people like you and me, it will more than likely discourage the new player from joining the market. SE want crafting a mainstream, not a niche.
An extreme argument again, why do people have to make these kinds of arguments? I don't get it. There is a happy middle ground between hardcore grind only and participation awards. I think they have moved the dial far too much in favour of participation awards.