Can an ability is costly to level but profitable at the point of a certain limit? What is the primary driving force behind the success of the economy? How do we protect it? What should we do? To what extent should we be trying to control the economy, as opposed to allowing a market that is free? What virtues are we trying to promote through making them profitable (e.g. It could be time, effort and skill and loyalty.
What should the ratio be between the gear that comes from drops and the gear from the skills? Is it logical for the drop table's value to decrease? If yes, what amount? Is it okay for materials that are low-level to lose value and therefore less valuable? Is it important to protect alternative methods of skill development that were added to freshen the skills? Is it important that the benefits that the player has worked for are protected?
Are benefits the player has just received free of cost necessary to be protected? Do you believe it's more crucial to protect the latest content than older ones? Do you believe that content with higher quality is more valuable than content that is less valuable? Is it acceptable to make content obsolete if it improves other content? Do you think it is better to have two options that are viable and mediocre than one option that is fantastic?
Are steel bars likely to prove an income-generating option in the coming months? I thought about mining iron to increase the profit. Then I would purchase the coal at G.E, smelt and sell it. Is this not possible?
Second of all I've got 3k coal and 1.5k iron in my bank as of right now, therefore should I smelt them and sell them as possible or keep them for a little while longer? It's difficult for me to forecast the future, but I think steel bars will be an effective and profitable method to earn money. It's unlikely that you will earn 600gp for each bar due to the fact that the prices of coal and iron ore have dropped. But you will still make profit.
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