Not gonna fly in Ashes, they have to do better than that, and by 'better' I mean 'don't do that'.
Yeah, which is why I said that they'd need to design the system in such a way that conceptually it could work like that, but be deeper and better.
In other words, I just want any potential newcomer to be able to get some early money through whichever means they prefer. If the only way to make money on a well-established high lvl server (both artisans and adventurers) is to just do quests and maybe farm mobs - I feel like the whole design of the artisan system will have failed.
Do you agree with that kind of design or do you think it's just not as big of a deal as I think it is?
I'm referring specifically to 'Spoils on low level ones'.
Low level characters don't need any incentives to stay low level, right?
Low level mobs often die faster, are closer to towns, etc.
So I wasn't really addressing the point of 'low level artisans gather low level materials because high level artisans have better things to do'. I completely agree with it, I was pointing out that L2's system, to someone looking at it with a very critical econ-eye, doesn't actually seem to do that, so the example might be confusing.
But I will give a bit more context.
Economically, games are only really fun for artisans when they get niches. I thought for a LONG time that this was just my bias, but I've since revisited my priors enough to conclude it's just true. There's a sort of 'phantom fun' that people have while leveling up, or dopamine hits, but eventually those wear off and they become increasingly aware of the other, 'better' ways to make money that everyone else is 'using whenever they can'.
This is different from 'having a niche market as your main and the standard market as your fallback'.
If items that are available to low level players are particularly important, niches form much more slowly or not at all. Like I said, this would be another LONG essay. I'm not saying you should 'just trust me on it', but maybe think about it a bit more. The low level mats market should usually be just 'annoying' enough that any new player can make a killing because yes, higher level artisans just rejoice to 'not have to do it themselves'.
But it should also be 'open' enough that there are periods where there's no lowbies around to do it and high level players have to decide 'is the current market supply bust enough to justify me going to do something that is NORMALLY not as profitable, that has another side benefit?'
Because then the people who have a niche that matches the side benefit go first, instead of 'everyone going at once'.
EDIT: Eh, I've realized that this is much less coherent than usual and not really 'answering' anything, so can just be ignored. I'll leave the post in case it helps me sort the thoughts later or becomes relevant.