I think the answer is to provide more alternative recipes that use goods that aren't too hard to get, and that don't require foraging. Of course, the downside to that is that you don't want the goods becoming too common, so you need a way to control the flow into the game, similar to the reset time and randomness factor on foraging.
Groundspawns get camped, low level mob drops get farmed, and vendors just end up with their product purchased en masse by powerskillers. Foraging roaches in PoJ might not require any work for a druid (you can sit at the zone line and do it, or you can join a group and do it), but at the same time, it does control the rate of entry into the game.
Another option might be to create a secondary forage skill (call it "scrounge") available to all classes, that only had a limited selection of items available (all of which are tradeskill useable), but that's probably more trouble than its worth, and considering that many of the foraged tradeskill items can be used for food and water, it doesn't really get around the core of the problem, either.
Groundspawns get camped, low level mob drops get farmed, and vendors just end up with their product purchased en masse by powerskillers. Foraging roaches in PoJ might not require any work for a druid (you can sit at the zone line and do it, or you can join a group and do it), but at the same time, it does control the rate of entry into the game.
Another option might be to create a secondary forage skill (call it "scrounge") available to all classes, that only had a limited selection of items available (all of which are tradeskill useable), but that's probably more trouble than its worth, and considering that many of the foraged tradeskill items can be used for food and water, it doesn't really get around the core of the problem, either.





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