Why does the crafting feel like taxes IRL?
i don't understand why, to craft anything, its a 12 step program that you get taxed doubly in each step. it makes it difficult to know how much i'm able to craft. For example
goal: 1metal waist armor piece
1: mine enough material OR mine basic material (granite/basalt) and break them apart 8c/rock at vender +tax, then 6c/rock at the metal worker for sand that is sold back at 7c. (-7c per granite/basalt)
2: Break down the ore to fragments, so back to the vender for 8c/ore+tax and the metal worker costs 25c. at this point there is no sellable extras.(-33c/ore)
3: Armor molds are the next step. taking processed wood ( 8c/wood+tax vender sanding 25c/wood processing), vendered reagent (8c/mold+tax) granite/basalt to make the mold 25c/mold. (66c/mold+2xtax)
4: assemble the armor you want. again we go to the vender for your 8c/armor+tax and 55c/armor to process the fragments and mold. (63c/armor)
this process is draining to the player's wallet and difficult to predict how much you actually need to make one piece of armor or weapon. minimally the cost is (1s 69c + 5xTaxes (@10%tax =4c)) for basic gear that would be sold to players at 10-100x the cost because of the time sink which puts it out of reach for early leveling players and worthless for anyone over lvl10. we should not have to run to the vender for every step. cost of gold, cost of time, needlessly complex.
my recommendation would be to get rid of the vender purchases at each step and roll that cost into the processing. if its the taxing for the city is really needed, just make it part of the processing fee. This would make the crafting easier to get into, more transparent costs and inventory management doesn't need to suffer needlessly.