Quote Originally Posted by Tiraelina View Post
I really don't care about your "life lessons", bad arguments utilizing slippery slopes among the rest of the logical fallacies belong on the WoW forums and 4chan.

There never will be a bot/RMT proof game, it's asinine to think otherwise, the only way to deal with them is actively policing them with GM's. Passive things like not responding to /tell's or systems like Warden are easily bypassed by any bot worth a damn. Every gameplay element changed to influence the effectiveness of botting just makes them effortlessly switch targets and hits the legit player by several magnitudes worse. Setting them out in the open trying to bot gathering is effectively painting a target on the back of their heads.

My definition of interactive is requiring you to be looking at the screen to not botch everything instead of a netflix window/2nd monitor/tv without being a stupidly tedious system. Grinding isn't crafting, it's grinding and anything you do to make it take longer like trying to use a difficult synth is a net loss. 90% of whats grinded on is also destined to be vendored because the market is already flooded with them.

The issue I have with crafting in this game. It's not about making the gear to rank up, it's spamming something basic and having this moment of clarivoyance where that somehow taught you how to make something completely unrelated to what you were doing. I think it was a mistake making recipes only hidden by obscurity of information given the amount of datamining and database websites floating around for ages now, it is simply a bad idea and killed off that entire part of the market.

The only thing stopping someone from making anything at this point is material availability and rank. I would much rather you need to get a certain rank or level to be able to learn that new recipe that is either a drop or bought with guild marks/seperate faction points from locals. Give DoH some actual variety.

Physic: Being capable of buying anything you want from NPC's to undermines a player driven economy and forcing price limits on items. It either ends up being too cheap and you just alienate DoL's of any time spent actualy gathering or it's too expensive to even bother with for most players. I know right now there isn't much of a market to bother with when it comes to gathering.

Things like the Toadskin Cesti are one of the bigger problems with the crafting system they need to get on fixing. What purpose does needing to kill L65-69 mobs to make an R29 weapon serve?
what im saying is you can buy things from npcs that people produced in the manufacturing system. I only suggest this to solve the possible problem of people not producing enough goods with money as their only reward. right now many items are produced by accident, in creating HQs or for the shear purpose of fast leveling. this drives items values to below their worth, but if you didnt get sp, would people produce enough?

basically people would buy from an expensive npc when their is no other option, we did it at the start of the game, simply because it was better than nothing, it still happens today, their are items on sale in the wards that cost less from an npc, especially the lower level items.

the DoL gain more value from the system, because it sets an actual value to their items, without necessarily creating a surplus of products. If i can buy iron ore for 6k from an npc, it says iron ore is worth at least 6k, in my system if by processing iron ore, i can make back 1/3rd its price, and level a craft at the same time, why wouldnt you do it? it sets a minimum price of 2k for iron ore if im willing to take the time to process it.