I think everyone is getting a little bit carried away here. This is a temporary fix, and Im sure some of you did, but if everyone would read why they did this, I think it would solve a lot of your gripes.
PS Warlord, if you read this, Im not soloing you out, you just often have a nack of expressing yourself more clearly then most. So kudos to you.
Quote:
Design Flaws:
-the merchant system blows
-adept drops are so common that app III's aren't needed
-the quested armor is easy to obtain and much better than anything a crafter could produce
-no labeling of food/potions so players have no idea what they do (and why would they buy them if they don't know what they do?)
-the dependencies are total crap. most are having an extremely hard time finding components they need from other players.
As far as the adepts go, some of them are very common, but this is because certain camps are being farmed more then others. In my experience the same mob drops certain adepts, much like any other type of loot. My main issue with this is that it seems freeport has acess to some adepts that Qeynos does not, and vice versa. This makes your job to find where the niche is, and fill it. What adepts are in abudance? And what arn't. Make what is rare, and don't forget adept 3's. Crafters can make these only and master 1 is uber rare at this point. Not going to happen as often but certainly a perk.
The quested armor is easy, if you have friends. It is better then crafted, depending on your access to a crafter and your level. I haven't heard of any specific post 20 armor quests. Only those. I think its a nice base to give all players to work for so our tanks arnt running around in medium armor at 25. I already have begun to buy crafted armor, its great. Especialyl crafted jewelry.
Food/Water, this has been addressed and I believe should be in todays patch or a patch soon to be seen. They are going to label the benefits to help food crafters out. End of story.
Now as far as the dependencies go, I was horrified of this at first. I thought, god this sucks. Well its good and bad depending on what angle you look at it. It forces you to befriend other crafters in the community and scratch one anothers backs. The big issue was, and this is WHY they stoped selling to the merchants for the moment, was that crafters were making better money selling to vendors, instead of players because their wasent much more profit in selling to players vs convinience.
Bottom line I think tho for everyone, if you can't make money of vendors, sell to players, period, get yourself some 8-10 slot bags, load up with crap, and go level up, harvest, etc, and spam your auctions off. Also, this is a community game, if you wanted to solo so darn much, play a console RPG. Tons of solo content for you there. What fun is it to play in an evolving world when it doesn't change? It will change, we've dealt with it for years with EQ and SWG and all the others, deal with it now. You can't stop it. Enjoy the experience while you can. =)
/rant off