Yes, I never bother to do the math, but I know just by feel that these days I can't expect to make money by making stuff from raw materials, e.g. logs to bows, ore to armor etc.
When I started RS (in early 06) I assumed that was the way an honest workmanlike player made money. I figured there weren't many people with a high enough smithing level, for example, to make rune items, or a high enough mining level to mine rune, so the price of rune items reflected their relative rarity. But by the time I was high enough level to do this sort of work, the prices were dropping to where the profit to be had from craftsmanship was very slight, and eventually the relationship inverted, so I now had to pay for my experience, just as you say.
I'm not sure of the cause for this though.
It COULD be that trade restrictions had some complex interaction with the economy beyond my level of interest in economics to bother trying to understand (Money bores me TBH; even IRL).
Or it could be that more and more people getting higher levels in mining and smithing (in our example) made rune items more common, thus driving the price down regardless of trade limits or merchants.
This explains why I'm neutral to free trade on economic grounds while being very opposed on botting/cheating grounds.
18-Jan-2011 20:55:36