neuroguy wrote: » I think just locking players out of the rest of their artisan skill pipeline is sufficient for the stated goal, so if you chose lumber jacking as one skill to specialize in you can't specialize in lumber milling or carpentry but I don't see why a player can't choose scribe + animal husbandry + mining to specialize in. There should already be synergistic reasons to pick several crafting or gathering skills, so why not give players more freedom to engage with artisan skills based on personal preference?
Azherae wrote: » I dislike the results of giving players this freedom and will always be against it. Metagaming and min-maxing abound, players already have enough 'strength' once their social situation is set, adding more just overmultiplies the power of it. Basically I go even further than 'every player should't be self sufficient' to 'I don't think every friendgroup should be able to be self-sufficient'. The Economy suffers in this case, and I say that as a player who HAS such a friendgroup that would instantly be self-sufficient if given just two less restrictions, one of which I am not even sure exists. I also disagree based on experiences in other games, that the interdependencies are asymmetrical, other than Cooking, but Cooking actually needs to be considered slightly separately in most games, and hopefully 'livestock raising' is not powerful ENOUGH to provide all the meat required for a server. I don't think we can say that because Cooking has no 'higher level output' that it matters. Metalworking/smelting needs to have one MOSTLY so that you're not selling to NPCs. Cooking already has an actual end-market. The 'crafting skill' that relies on Cooking is 'Fighting', or, in some games 'everything else'.
Strevi wrote: » I think the reason is for a way of balancing activities in general. Those who gather will spend more time outside of the node, being involved more often in PvP. So balancing advancement in gathering will take such aspect into account too. They will get benefits to all gathering activities when they become master gatherers. Those who process, will spend more time in nodes or freeholds and might want to get benefits to all kind of intermediate processing activities. I see this as a reward. If each would be separate, then one would not be able to become master in Processing, but only in let's say Metalworking. Then grinding/leveling has to be done for Weaving and Tanning too. Of course the grinding can be implemented anyway, also separately but at least there is a common greater group which will benefit all these.