This has probably been suggested and discussed before, so forgive me in advance.
It seems to me that many trade skills aren't really worth doing in terms of making gold. I haven't closely examined the numbers, but gathering/inkmilling for example - when inks are selling for 50% of Rurin's costs, it seems far better to hunt or do something else. I really enjoy gathering/inkmilling, so I still do it, but it's definitely not worth it in terms of time and energy.
But.... why not increase the cost of items sold by people like Rurin? Why not double the cost of any item that adventurers can readily create? By doing this, it creates a need for trade skills (which are open to everyone) and it encourages "house" mentality. aka, people working together and being reliant upon each other.
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Results of disembowel testing | Knight limb counter | GMCP AB files
Having done all of the math (about a RL year ago) on synthesising, I figured that at the then market price (5g per potash) that you could max out at 25 to 30k per hour (if you had gloves of extraction).
If I'm doing mindlessly boring stuff, I'd rather get paid more, so I hunt instead, which takes maybe three hours to do 160k.
As for Costs, as stated, increasing price wont make people decide to care.
I can't really blame the buyers for this sort of thing, it's only natural for a consumer to want to pay the lowest prices and get the best deals. I blame the sellers who fail to value their time and wilfully and shortsightedly pull their own prices and profit margin down for the sake of an immediate sale. Someone once tried to induce me to start a price war with another shopkeeper, I politely told them no instead of what I actually thought of them in my head.
Results of disembowel testing | Knight limb counter | GMCP AB files
People who are dependent on harvesting will tell you that they have good days and bad days, especially when demand for a particular curative rockets like during the Black Wave. I burned through all my reserves of moss, kelp and lobelia before the event was over to keep up with the demand, and you literally had to scrape through obscure single rooms to try and slowly top up your supply.
In terms of inkmilling and reagents, I think the numbers are all wrong though. I understand Jingo selling clay for dirt cheap, but fish scales should not be 6gp each, and buffalo horn should not be 18gp each. I think the same with Shark teeth. I do think if the maximum's were in a better spot, it would make earning gold in the trade easier.
TL:DR - I wonder if raising prices of denizen wares would cause such a dependency upon adventurer goods that it would create a more interactive and competitive market.
Curatives are an absolute requirement for participation in the game world. I am not at all anxious to go back to the days where "They can't afford much bloodroot, just spam paralysis until they're out of it" was a legitimate tactic.
On top of that, our marketplace is much more competitive than anything we see in the real world. While you have some companies in the same market, nearly all of them have a different appeal or aspect to push their identity to secure sales. In Achaea though, they're constantly undercutting one another to secure the sale, even at a loss. Gold in my hand is better than the gold I don't have anymore mentality.
I don't see it changing while Achaea maintains a free market economy where the players control the supply and the demand at the same time.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
It's not that I don't value my time, it's that I value spite more.