The idea to incorporate gathering skills into this may be a good one, but I'm not sure I see how that wasn't already the case for the other version. The last dev blog had lots of people complaining that this skill would be expensive, when really it would just make gathering skills more profitable.
I'm okay with incorporating gathering skills into Artisan, but if we can just do a gathering tasks back to back for xp, then it becomes a gathering skill, rather than an Artisan skill. As such, gathering tasks should produce the lowest xp rates, as compared to the crafting tasks.
I don't see why it should be necessary for crafting tasks to always be preceded by gathering tasks. I think we should be able to chose which we want, but keep crafting tasks relevant to the most recent gathering task. This means that although gathering tasks are slower xp rates, it also makes the skill free, or even profitable, because you don't have to buy the materials to finish your crafting tasks, where the bulk of the xp is. This provides both a slow but profitable, and a fast but expensive training methods. Of course, remember that crafted items can be sold as well, possibly for smaller profit.
For balance, gathering xp rates should be low enough that it doesn't become a primary means of training, but still high enough that players are encouraged to gather their own materials for their crafting tasks.
In summary, we could choose to do a gathering task, or a crafting task. If we choose gathering, then our next task can be another gathering task, or a crafting task that will require the resources gathered on our last task. This is slower xp, but we can don't have to spend gold on resources, and can even sell gathered resources for profit.
If we chose crafting, then we need to acquire the resources by some other means, probably by purchasing from other players. This is more expensive, but we gain faster artisan xp rates.
22-Jun-2014 15:52:07