Oh and in regard to the original posters question "Where is the money sink?" for crafters...
Are you kidding me? As a crafter I never have money because I immediately spend it on buying mats from the store vendor in order to advance my crafting skill. It is VERY expensive to skill in crafting and it just gets worse as you level up. There is no way a solo crafter could provide himself/herself with all the mats needed to advance skill at a reasonable rate by solo foraging and hunting. Therefore, after store bought mats become too low to skill up on we will need to spend money buying mats from others. This will hopefully be facilitated by the player vendor system. I don't forsee having a large pile of cash stashed away for a very long time to come. The only way this would happen is if I decided to stop skilling up in crafting and just make lower level weapons to sell to other players.
A better question would be "What will pure foragers do with all their money?" Many people don't realize how lucrative foraging will be. Crafters will gobble up all mats that you are willing to sell. And foraging is very easy to level up. I can now forage mats of Q100 (and greater than that if I forage shells since I have that specialty), but I can only craft Q50 and lower weapons. Even though I consider myself a crafter, my foraging skills are higher and will continue to be higher than my crafting skills.
Kraak - Fyros Crafter of Fine Weapons
What incentive will there be for crafters to sell?
Re: What incentive will there be for crafters to sell?
That's more or less the way my thinking is. Even if you can max out in everything, the time to do it would be ridiculous, and most people, from what I've noticed, have a preferred playstyle anyway. Plus there's the question of which Actions you choose or create, etc.docsardo wrote:Well I fight, craft, forage and don't use magic, so I must be just like Kisedd!
Um...wrong!
I will absolutely have to specialize if I ever want to achieve 250 skill in my main skills in my lifetime. Time may be the great equalizer but if you are like me, with limited playing time due to RL committments, then spreading yourself too thin will mean that you will never reach high levels in anything.
As an example, right now I can make all melee weapons except axes. Every time I make a 2h sword, 2h mace or pike the exp goes toward "generic" 2-hander melee crafting. But when I reach 100 skill the 2h crafting skills will branch. So to level up all 3 of those weapons from that point forward will take 3x the amount of time that it does now. Therefore I will likely need to choose which few I want to concentrate on.
Maybe someday someone will be capped in everything but that will take an insane amount of time. Most people will need to specialize in order to enjoy the high level game.
Kraak - Fyros Crafter of Fine Weapons
When I first read this thread (and another I read somewhere said something similar), it struck me that there is nothing really differentiating you from other players... But as it seems now, that's only if you make the same choices during development.
Also, I'm still pretty new at the game and haven't learned all the nuances of the system as many of you clearly have.. So, I was also speaking out of very limited hands-on experience.
It sounds like a good, open system, though..