I'll go back and read the last few posts, this is quick before i go off to work:
Supply and Demand. These still rule 'economies' even game economies.
What players really want is 1) a way to craft and sell 2) a way to gather and sell to crafters 3) reasons for crafting the items. (If it's crap in the endgame, why make it?)
By limiting players to only 1-2 craft skills you negate their need/want to level up those skills. And wow, does leveling up those skills create demand. Look at cotton, do you ever see much for sale? I can grow my own cotton and yet buy every stack i see for 4k. Would anyone do cheesemaking if they only had 2 slots for crafts? nope, and stomaches would be worth 100 not 1000 and in demand. Would you level butchering if you couldn't sell stomaches?![]()
And would you keep playing the game if you ran out of things to do? Doing all these skills keeps players in the game. And being in the game means they need to earn money, buy stuff to level crafting, and o lots of different skills.
Plus, the idea of a limit on skills means a re-write. It takes 2 skills to even start tool crafting. And because of recipes many skills have soft pre-requisites for needed products. Needed products that in some cases no one is going to make.
I've got a Masters Degree in Mathematical Modeling and Statistics. I've owned gaming stores for 30 years. I look and tear apart every game i've played to figure out game economies. And I'd say that currently the economy in PG is quite healthy. One of the easiest ways to see that is the constant demand for items, and the shortages. There is ZERO reason to start tweaking things now when we haven't even seen what the economy can do. You could ruin something that is working.
Learn all you can about the machine before you start pressing buttons.





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