hmm.. I can see validity in both arguements...
I suspect the economy will see several degrees of shakeups due to this, however fact is some people simply don't *want* to craft. period.. and I suspect that's a lot of the players out there.. so I think there will be a market for finished goods... it's the sub-component market that is about to get utterly demolished...
is there a way to prevent that.. hmm I'm not certain.. my highest crafter is merely 10th level (as I said I dabble at most) so I'm not certain...
however, making it such that people could change crafting class does seem like it would be a good idea... it would allow various degrees of flexibility.. and a LOT more of the other professions would make appearances if only for long enough for people to try them out... who knows, they may like them.
I think what got this all started was the fact that with the old tradeskill system it boiled down to: Alchemist, Sage, provisioneer, or don't bother really.. because you don't have much of a market and won't make much money...
so this is a reaction to that.. to allow people to explore tradeskilling options without the restrictions of sub-component hunting, so it's a very "casual crafter" friendly system.. which explains why I like it, but most of my hard-core crafter friends are not so thrilled.
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However , think if everyone starts to do this ... the player economy would suffer a devastating blow as noone would be going to anyone to get anything made . Just making it themselves :)
quite possible.. no doubt a lot of the "dabblers" will be more likely to make it themselves instead of go shopping if the possibility to do so remotely exists, well that's this dabblers perspective anyway, since all my characters with any degree of crafting skills have skills that will arugment their adventuring class:
predator / scholar (to maker her own poisons and combat arts)
mage / scholar (to maker her own spells)
I made those choices because of the difficulty in finding the spell or item I want and when I did find it.. boy was it expensive..
the total non-crafters will probably still buy items however since they have no choice, though a few will likely give crafting a try due to this change and likely become dabblers...
as for the hardcore crafting crowd.. dunno what to tell you all.. the old system greatly benefited the skilled crafter with the ability to make deals and trades.. actually a somewhat more realistic system really, though I heard MANY complaints about the interdependencies....