The issue we will have is salvagers will make LOADS of $ very quickly.
I don't see this as a bad thing. I mean, some prefer going rvr bash enemies while some want to craft or quest. It's the same as IRL : u can study and go working and earn good money, or being a night owl spending time in nightclubs, being popular but always broke. If the salvage mechanism exists, it's for a reason, and it's open to everyone, feel free to bash mobs, get drops and salv them instead of killing ennemies and getting RPs + fame. It's all a question of choices/priorities.
The lower levels will go quick, so quick RoG drop rate will be important.. but at certain levels it will be too high and create an imbalanced/zero challenge economy.
There are people who enjoy PvE and crafting and the challenges associated with them as well. If you take all of the challenge out of the game you might lose those people as well.
Higher droprate : crafters make lots of gold through salvage, can craft more items and provide a larger offer in the HZ which will decrease the prices (thats good for the buyers). Why would the droprate at higher lvls create an imbalanced/non-challenging economy ? Sorry, i don't get it. We're talking from Rogs, not rare items, right ?
Also, the concept of challenge is somehow difficult to understand for me in terms of crafting, as it was always more time-consuming as challenging for me. ^^
Another option is to keep the RoG drop rate higher, but reduce the salvage amount of these items.
Aehm... How much more time do you want crafters to hang out at a forge/table ? ;-)
If crafting is easier/cheaper it just means more people can equip more characters faster. More characters in RvR instead of stuck farming. This is a good thing.
Here you go. =) I don't think that Phoenix decided to simplify crafting just for fun. They learned from Uthgard's and other shards errors, and understood that we're living in 2018, and that Daoc was an old game : people coming here are usually not daoc noobs, they don't want to spend hours crafting/farming, they want to get gear and go rvr, having fun, etc. There is not much anymore to discover, considering the age of this game. Playing is the main goal, not grinding.
Please don't get mad at me, but it's up to anybody to either craft, rvr or farm. You have the choice to spend hours at a forge and do hinges instead of breaking skulls, because u need that money for something. Why should u be penalized for it ? Same for crafting MPs, it takes lots of mats and lots of time. The internal economy only become imbalanced when people decide to overprice their items when realizing that the offer is limited, while and because nobody takes time to craft items and provide them in the HZ. And when does this happen usually ? When the droprate sucks and it takes too much efforts to get decently rewarded for the time spent into crafting, because somebody suggested to modify the existing system in order to prevent ... imbalance. Uthgard did such errors which led to the issues we all know (overpriced items, lack of offer, spots overcamped, crafters only crafting for friends+guild, crafters getting farmed on the way to keeps, etc).
Food for thought.