Quote Originally Posted by StouterTaru View Post
You could call the current crafting system a specialist system, with 8 different specialties. The ambiguity is whether or not the new specialist system requires you to choose an exclusive path or not.
Awwww come on, you know CLEARLY that they were not referring to the current system as a "specialist" system.. when they said the S word, they know it means something significant. We just have to wait and see what that holds for us, but many of us feel strongly that it will be some sort of lockout.


Quote Originally Posted by Alx789 View Post
I think that multicraft restriction will benefit market speculants. I myself prefer to sell final products, such products often needs crafted components from other classes. If i will become unable to prduce such components, i will need to buy it on the market - so, the role of such components will grow. Most of components are stackable and this makes them more useful for market speculations - this requires 99 times less storage space. So - it will come to the game (.
That sounds good for you, but what about people who specialize in refined mats? (rose gold nuggets, dark steel nuggets, ingots, twinthread, hippo leather etc.)
If they introduce a system which will simply add a chain of distribution along the way, all it'll do is increase the price of finished product.

Now the system is in such a way that you profit from both the cost of the raw materials AND the refining it takes to get the finished product. i.e. when people make accessories for example, they calculate the material cost in terms of gold ore, not rose gold nuggets and add the shard prices etc. that's how some people sell a finished product for less than the price of its components because there's still profit to be made.
Imagine, however; that you were force to buy rose gold nuggets, hard hippo leathers, etc. sure it would circulate a lot more gil around the market, but the finished product will end up costing more.