Quote Originally Posted by Roth_Trailfinder View Post



You can never fix that competition aspect, not with the current recipe design; with the exception of CUL, which has no materials refined by other classes, anyway. The simple reason is that an omnicrafter will always be able to make those refined materials more cheaply than someone who does not have the right class leveled to produce it, Specialist or no.
Oh I agree. In the idealized case, the locked recipes are supposed to force "omni-crafters" to buy materials/final products from single class crafters and vice versa. However, in practice, players can get around it through alts (uncommon) or by swapping specializations and then mass producing materials or even final crafts. Also, due to the unpopularity of endgame crafting in general, certain markets will invariably be controlled by one or two players (could in theory be a single class crafter which does solve the omni-crafter competition problem at the expense of all buyers). I don't think the developers considered the buyer angle or they only used the largest servers as some kind of benchmark in estimating market activity.

It's more or less impossible to design recipe locks in such a way without severely affecting one party (buyer) as they're intentionally designed to help a single-class crafter by removing their omni-crafter rivals from the equation. At most, you could solve the single crafter complaints about omni-crafter competition but you'd open the door to a flood of monopoly complaints.