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Preserving Economic Viability of New Trade Skills
I'm really hoping that when the new trade skills are rolled out, they include some mechanism to protect them as actual, viable *trade* skills for the portion of the player base that needs to get an actual return from such skills. If I'm a financially well-off player with an eye to make friends, and move up in my orgs, and there are no serious downsides to providing my trade skill free to others, it's a no-brainer. Doing *just* that isn't going to mean advancement, but it makes absolute sense as part of an overall approach, and that is always going to be harmful to the actual market (because in Achaea enough of us are artificially "rich" to matter). I'm not trying to push admin to run Achaea as some sort of charity, but Achaea does have sort of a unique game economy, and having more people who are trying (and succeeding) at making some actual gold tends to make for better and more consistent service availability than my fellow credit whore who is doing it "to be nice". If this is something enough people care about, the next question is, what's the best way to make it actually work? How do you make it unattractive for us credit whores to curry "good will" by providing free or nearly free services?