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5-20-2011 @ 10:19PM
I've actually read before that they weren't exactly happy with how prospecting ore and herbs (for pigments) works currently in game, but the solution -- creating a bunch of new "prospect xyorz type of ore/herb" as a pattern in our profession pane seemed an inelegant and ineffective solution in the grand scheme of their design philosophy. There is also a certain element of what you said involved. The barrier to entry for these markets is to some degree controlled by how much work goes into crafting on a large scale. Were they to add these additional abilities to the game, it would certainly improve the quality of life of certain players but it would also make it so every person could easily do these things, and thus would over saturate the market. Personally I don't have a true suggestion on how to improve this situation. But as a JC/Enchanter I spend a vast majority of my money making time in game either prospecting ore, or crafting -- to de -- to turn around and sell. It's a lot of busy work, and while I can and do make a steady income stream this way it requires a decent amount of upkeep. Which is made frustrating by an inconsistent (at times) supply of ore, and the inconsistent buying habits of materials that I produce. It's no wonder why most of my friends just don't bother with it -- and why they always exclaim with jealousy when I talk about how much gold I'm making.
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