
Originally Posted by
Aionlasting
Power capping... sounds horrible.
The solution to this problem is so simple.
You streamline the crafting materials such that rather than adding an ever upward vertical tiering of resources we implement a horizontal tiering of resources.
What this means is that instead of going from shoddy skin --> rough skin --> nice skin --> quality skin --> amazing skin etc.. into perpetuity thereby rendering all lower tiers obsolete to higher level players, we add a horizontal level of complexity. So... in this system, Nice skin isn't higher tier of 'rough skin' (rename it, say to 'Soft fur') but rather 'nice skin' and 'soft fur' (formerly rough skin) simply drop from different (not higher level) monster types across all levels. So say a tiger drops 'nice skin' and a deer drops 'soft fur.'
Now a level 70 player kills a level 70 deer, he gets 'x' amount of 'soft fur.' A level 10 player kills a level 10 deer he too gets 'soft fur.' Apply this concept across any crafting resource that is gathered. What this does is it allows the level 10 player to participate in the same economy as the level 70 player and acquire resources that equally valuable to both players. The difference is the level 70 player needs MORE 'soft fur' (Assuming his crafting is equivable to his level) than the level 10 player but both have equal need and therefor are willing to participate in the same shared economy where resources don't ever become obsolete simply because a player has gained in levels. Hell the level 10 player could make a killing off saving his 'soft fur' and selling it to that level 70 player even if he farms less of it per hour because he's lower level. Atleast he has things the level 70 player wants! This makes a very booming economy!
One can add as much complexity to this system without trivializing other resources because there is no upward tiering of resources as in the current system.
For example, let's say I want a level 70 player to have to use more resources to craft his armor. I can do this in two ways. 1, I can make the amount of 'soft fur' he needs be more than the level 10 player, and 2. I can make the level 70 player require additional ingredients, let's say, 'Fluffy wool' and 'Thick hide.'
The huge benefit to this system though is that since 'fluffy wool (Sheep)' and 'thick hide (Rhino)' both drop off monster types rather than based off upward monster levels, both the level 10 player and level 70 player can fight and skin their appropriate leveled sheep and rhino to acquire resources that are equally valuable to both of them. No more out leveling 'older' content.
For this system to work though, one must implement a way that prevents the level 70 player from farming the level 10 deer (or sheep or rhino) because he can kill more of them and faster. To do this, all one must do is implement a system where if the player out levels the monster by 'x' amount of levels, the deer (sheep or rhino) cannot be skinned (or butchered) by that higher level player, i.e. he 'mutilates' the corpse. This forces the level 70 player to hunt monsters of appropriate level.
You can apply this to anything. Blacksmithing? Think about all those simple, basic, good, etc... quality bars that become useless and outdated as a player progresses upwards in the crafting tree. That can be fixed too in much the same way I explained above.
I really think this is the best solution because it keeps all resources relevant regardless of player level and progression and allows players of all levels to participate in the same shared economy with resources that all players , high and low, find shared value in.
I realize not everyone will agree but I thought it was worth re-iterating again because I've seen some strange solutions to the problem that plagues most MMO's and I can't help but find the solution to be so simple.