I get the whole “new worlds, new players” argument
Personally speaking, I would appreciate it if crafting didn't feel like a daily/weekly chore to go thru just to hopefully get
1 point every now and then.
The multi-acc is an issue, and I get that might be the main reason why it is as difficulty as it is to get into crafting higher recipes, but I think there are better ways to punish multi-pushing than "
hard-wall'ing" crafting behind an abussive amount of time wasted on it (time you all who are already high in crafting points unfortunately had to go thru);
a designs that punishes everyone and not the just the actual problematic ones.
IMHO, crafting should be more accessible for everyone
(green could give "75/25" chances instead of "50/50", assuming that is the correct value, recipes shouldn't not have cooldown at all, more recipes should be added in between or green be removed at all, etc), and fix the multi problem with a better security system; e.g.
they can check inventory movements and market trades to determine if someone is funneling resources or crafting items to their "main" or a "client" account's, from that they can simply perma-ban all the involved accounts (main, alts, clients, all who engaged in multis knowingly it's against ToS); it's something they should be able to do, even if the main code of the game is as old as 2010.
Granted for all of you who have already suffered thru the currently bad design of the crafting system, a compensation ought to be provided; what the compensation should be? I have no clue, I'm not even close as veteran as most of you here, been playing for 5 months since I came back from playing in 2010 and I'm already past 600 with a lv141 on a pretty much dead world
(in my defense I got into it without knowing it was dead, the game suggested me this "new world" and I took it without any prev research... shame on me); and to be honest it's kinda getting really tiresome, this Craft-And-Pray chore simulator...
PS. Not a native English speaker, so I apologize if the terminology or grammar is a bit iffy, and if some of my statement doesn't get thru the way I wanted it; in a quick-summary, I just hope the game could improve for the better, and if the improvement comes later for some players who already went through the pain of a poorly design feature, they should be rewarded in another way for their respective suffering, so that way there is no reason to not hope that bad system gets QoLs or improvement fixes...