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Yeah, except the potion's effect is gone if a few minutes, if not instantaneous, while shields can go for days potentially. And one person can use all 5 potions, while 5 shields would provide defense to 5 people.
The issue is the difference in scale and the balance between different scales. Like I said, if flowers are rare and several people are fighting for them - you have yourself some high prices per unit. But if the wood is abundant and there's barely any fighting for it because there's enough trees for everyone - there's literally no point in having the price per unit be any higher than a few "cents".
To counteract that Intrepid would have to make recipes that require a ton of wood, but barely any other resources. And that "a ton" would really have to be a ton, if you want to make the lumberjack profession a worthwhile job. And soon enough you'll get to a point where a single person just can't physically farm enough wood to earn the same amount of money a flower gatherer would.
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To the crafter they might, yes, but that would only lead to the same grind I've heard about in NW, where people would just spamcraft the same fucking item to level up their crafting. That doesn't feel good to do, it leads to overabundance of trash items and to a stronger requirement for sinks designed just for that kind of resource. Because if you don't have a sink for it, sooner or later you'll just have people with near-infinite amounts of said resource because the supply vastly outpaces the demand.
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Which is literally what I'm suggesting, but w/o the pointless grinding of pointless wood. And you can still have tiers of rarity too, it's not like I'm saying to just have one type of special tree that can be cut.
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These two contradict themselves. If you have big sinks (I see that weapon as such sink) - you need to keep farming wood. And if you need to keep farming wood while it doesn't give you any XP - you feel like shit because you're not progressing your profession.
All of these things are not really a problem if instead of every tree being cuttable you have every 10th one being cuttable because it's the only one that has value. And then you have tiers of rare spawns within those 10th trees, with their wood used in different recipes.
But if you just want to make some cool tree cutting sounds in the forest I'd be completely fine with letting the character chop any tree infinitely w/o getting any resources from it. Hell, that could even be a misdirection tactic. Some dude is looking for a new tree spawn and hears someone chopping in the distance. Decides to go there to contest the trees just to see that the sound was coming from some maniac just infinitely chopping a plain useless tree, while their friend might be cutting down real trees in another location.