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If we're locked into mastering one artisan path, I see this causing problems down the road in the economy. People who chose a profitable profession will be the lucky ones, while those who chose the less profitable or perhaps just oversaturated will be out of luck.
What are your thoughts on allowing players to change their master artisanship - losing their existing master levels? This allows players to identify needs or gaps in the long-term economy and go fill it. Would this help keep the economy in balance and not spiral out of control due to choices made months prior? Obviously there'd need to be a large cost to changing so people don't flip flop constantly. It would need to be deliberate and thoughtful.
- Atama
Do we know for sure that processing will be safe?
Sure, maybe you can turn iron ore into ingots in your freehold. But if you are turning a giant's tusk into diresteel, then you need to do that in the heart of a volcano where firedrakes repeatedly spawn and try to burn you to ash. Or perhaps when you process wightstone from gathered ectoplasm, there is a chance that a vengeful spirit will appear and must be defeated to finish the process.
Yes, that is all crap I made up, but who's to say that Intrepid might not turn the processing part of crafting into just as much of an adventure as it is for the gatherers who have to roam the wilderness and dive into monster lairs?