Being practical:
- If it is to diminish the profitability of the craft system, then it is better to increase the rewards in gold, or something that can be traded for potions and usable items in future quests. Venturing into dm quests or alone has a high cost.
- Maybe it's time to review the way the mobs fight. We're seeing players using buffs because they can not handle fighting the mobs. We see dms making mobs more powerful to give a sense of challenge. And players spend tons money into items to reduce the power difference.
If we lower the profitability of the craft system, then it is highly desirable for dms to be more soft to mobs in terms of personal power. It is easier for dms to break the cycle of mobs overpower than players the desperate consumption of buffs and items to become alive. If a character dies, the character pays with xp. If one mob dies, dm just creates another...
- Craft system is just a way to make up for how difficult it is to stay alive in the game. If we cut the financial resource through the craft system, that's fine. But it's no use seeing a drop system that barely pays anything icly, and everything that comes in terms of items in quests and dm events consumes days or weeks of craft work in terms of gold.
I'm see a lot dms
of any server increasing power in the middle of a quest or event, to make up for the power of the players... And this is a very bad habit.
So at a certain point, players will either suffer a lot of "bad end" in their quests and events, or will have a lot of ridiculous solutions deus ex machina for not killing them or avoiding the constant and strong feeling of defeat icly.
The point here is not just how much profit players make in the craft system. It's just part of a bigger problem. Players will rather move on to find ways to have fun, or will think 50,000 times before going on a quest or event, knowing they will have to be harmed by losing things that they will not be able to replace without spending days or even weeks, or lose something in the end, even finishing the quest / event successfully.
I'm enjoying seeing dms implementing quests, events, and situations that are no longer solved only in combat, and this is great. But it still lacks a lot to find an oocly balancing point that covers character development vs challenge vs time invested vs. risks.
For dms, they can develop events and group quests for all, but for players, character A hardly feels motivated or rewarded in the same way as player B playing the same event and quest, as much of it involves the satisfaction of seeing the character to be useful or developed in the event.
But summarizing all your success to the results of how much you managed to kill in an event, or how much you healed / used wards / buffs / wands / scrolls is a direct reflection of how much this cycle of which I am speaking. Probably this absurd dependence on consuming items will lessen the dependence of the craft system to cover costs when the dms and players focus more on the roleplay of their character classes or unique archeotypes of their characters. And a dwindling of the stupid way of how characters and npcs get ready before combat, using buffs or wards.
Using buffs should be something used only in special situations, of risk and of great importance, not a standard posture. This is a mentality of mmo, not properly roleplaying. This reduces the role of casters to walking potions. And who goes from the front line, in just meat shield. And all other classes, which are between the two extremes, suffer even more, since their roleplays and ingame functions are reduced to damage and buff. And nothing else...
:T
Consider this personal feedback on the whole situation.