In order to be good at specific crafts you still need to put the right points into your starting skills- giving us access to all crafts isn't going to make us the master of all crafts.
see this simple guide i put together:
http://www.xsyon.com/forum/showthrea...ht-craft-skill
Yes- incetive solo player,freedom,sandbox
No-Incetive trade/traveling and indirect Wilderness pvp/Teamwork
It depends on the skill rate decay. Otherwise no. Darkfall is a perfect example. Given enough time a dedicated crafter will be a be able to most everything, even with a soft skill cap. It would be nice to have dedicated crafters of a chosen profession dotted around the world.
I voted yes, but maybe i was to fast. Loot with one and hand over to your next character. But you would need two accounts.
Ive should have voted no
Basic items I do agree with... this will get any player solo or otherwise started... basic items are just that... basic, not allot of knowledge needed here. As you get to items that require more detail and a better understanding of the trade skill, these items would require you to have put some points into the skill to get it to a needed level of learning to get a successful created item.
That's my 2 cents
I agree... access to all main skills is fine. The decay just needs to be strong enough to force specialization.
What you select on character creation shouldn't be a final "class" you should be able to do everything but only some at the same time this is what the skill decay system is for I would assume.
I agree, skill decay needs to be a realistic factor.
What sort of happened in Darkfall is people didnt see the skill system taking so long to conjure as an indicator that one should focus on a specialization rather they saw all possible skills mostly as a requirement and then QQ until the skill progression was lowered. Now in all fairness, macroing had a great deal to do with that system problem