Amutasa the Carpentry trainer or why consistancy is important.
Welcome to Project: Gorgon!
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
Before you get too excited about inconsistencies, keep in mind that this is a beta game in active development which means bugs and changing designs and well, inconsistencies at times. There used to be some weapon abilities that allowed you to skip tiers. That got patched out. My assumption is that obvious tiers in crafting skills are intended to be similarly required and the devs just haven't gotten around to updating everything yet, but I could be wrong.
( Fwiw, yes, I have made level 50 or 60 max-enchanted armor before. I'm fond of the Animal Nexus and have accumulated quite a few winterprizes as a side effect, so it seems reasonable enough.)
Let me just check yep history has shown us that caped content gear is quickly replaced when the level cap expands. sure I mean you might have made it in the past but given how crafting works and the material requirements I cant believe that any player is going to look at 50/60 max gear and desire to put in the work when 70 is just right around the corner only a few hours grind away.
inconsistencies ignored become standard practice, further that logic is compounded with its always been like that since alpha/beta....its quite circular logic and has no real bearing on if the practice is or should be when compared to the rest of the crafting system.
Edit: use and demand aside why would you force a player to learn A to learn B?