@ShadowLaw said in Problems with everyone being able to gather, craft, tame, etc...:
"Selling leather armor set, 500 Gold"
"Nah I'll just spend 30 min farming, earning KP, earning abilities and craft my own. Thanks"
they most likely will anyway just to learn the spells from the mobs or at the very least earn KP.
And when you are maxed on KP with that mob? When you would have to travel 20 min to get to where that mob is to farm it? when there are more than 500 people on the island and so there is actual competition for farming the mob? When traveling to the mob location involves risk of PK due to popularity of the area (shadow vale prime example)? Do you have private access to two tanning tubs (or 32 hours to use one twice)?
"Enchanting mana regeneration - 250 gold per item!"
"Yeah, I think i will just walk over the enchanter table and do it myself.">
Do you have the right gem stone on hand? the right imbuing materials? is the enchanting table taxed? Is it even available to you as a non citizen? Is your one house allowed placed at a town which offers the tech?
each ingot would be priced like 1500 gold per, again, because the ability to farm that material was so damn rare.
Yea... I was selling my ingots at 1500 gold coins each for copper, 2000 for iron, 3000 for exotic alloy. And I'm not a 'master gatherer', I just was willing to spend the time to gather and smelt while others were not. The fact that they sold at those prices also shows the point.
"Selling tamed horses! 50 gold!"
"Yeah I have 6 in my backpack from when I was riding to X area on the map to mine ore. I just stopped and cast a net on them. It took like 20 seconds each."
Good for you ! That is not the norm as shown by the fact that horses are bought sold in the market (I sold my extra horse for 100g this test) and all the posts in global of 'where are the horses'.
All in game examples of barriers and market conditions that have been consistently stable for the past tests where the thing in question was implemented (eg imbuing gems).
In the beginning there may be increased incentives to do your own farming - kp and skills- but shortly those will dry up for you, while remain for others who are new or just have not gotten to that mob yet. So after your first three weeks of game play you will be looking at competing for mobs that would only net you materials and no kp alongside players who are there for the kp and materials vs just paying gold for the materials.
In addition after playing a few weeks you will likely have some 'favorite mob' to fight for gold coin supply due to an excellent counter build or just the lower competition for the mob. Thus it makes business sense to go with the sure gain and trade it in for assured return of desired item via market, instead of chasing a riskier chance with multiple barriers to self sufficiency.
Final point is that you are not the norm group, I am not the norm group. The norm group are the casual players who make up the majority of the gaming population who want instant gratification and take comfort in knowing that their gold coins (which they get from doing the 'fun' activities of adventuring with their other casual friends) will provide that in the markets and likely also feed a underground black market of using real money exchanges for items, because they would rather spend their time adventuring instead of harvesting and crafting.