Thank you for having some reason. Because, people seem to forget that you have collectibles at 50+ that let you do infinite power leveling through them. I don't even bother with the leves at 50+ on gathering or crafting. In gathering I can harvest 3 collectibles that turn in for more than 50k each at the lower end and over 200k each at the higher end twice an hour per node. Using cordials I can hit all nodes per hour. Crafting classes have it even easier, they can literally find a cheap item and spam away turning in for the same amount of exp as gatherers.
I never said make it easier. Also, how does time equate to difficulty, because it does not in reality.
Wait so you are saying the collectible idea is stupid, because why? Apparently it isn't stupid at 50+. So please, explain that logic to me. Nope, not at all on the gear. An RPG requires progression in some form, be it levels or gear, but to artificially inflate something just to drain money from players is bad game design. Good business design yes, but bad game design period.
Please, do tell me what single player RPGs limit how much you can do by such mechanisms? Not many that I am aware of. The only thing that comes close is Animal Crossing, but that really isn't an RPG.
So, why can't we get collectibles for lvl 15 - 50? As it would just be another route to gain exp, by your argument. And yes, it would require crafting since you have to have collectible turned on and craft it yourself. Apparently you are forgetting that the lvl 50+ collectibles are completely infinite for crafting. Like I said above, I don't even bother with leves at that point, because it is more efficient to craft those cheap items and quickly turn in as collectibles. Do I earn money, no. But, I still have to craft the stuff.
Just going to state again, yes that is good business design, but still horrible game design. Oh trust me, I have been playing these since UO and before that MUDS/MUSHES. Never in my life have I seen more and more mmorpgs start adding gating mechanics via some arbitrary time mechanic just to keep people playing as long as possible to milk them. Was it like that in UO and EQ nope. Yeah EQ was one of the first to implement raid lock outs (bleh), but the real time based gating mechanics started with World of Warcraft more than any other mmo previously. What did UO have time gate wise? Not much actually, the only thing was really monster spawn times (same goes for EQ before raid lockouts). Everything else was fully doable in any way you saw fit in UO as long as you put in the time. No one cared how fast you got to 100 fudging skill like in today mmos. I swear the developers back then had far better design skills then most of the developers now.