Person A is fishing. He needs Bright Jewels, he could make slippery oil
Person B is gathering veggies. He needs Slippery oil, he could make mysterious powder (by gathering herbs for a while instead)
Person C is mining gems. He needs mysterious powder, he could make bright jewels.
Now A is supposed to get Bright Jewels from C, B is supposed to get his oil from A and C his powder from B.
Does this happen ever? No it doesn't, because people can't reliably get basic ingredients (Bright Jewel, Mysterious Powder, Slippery Oil, Wooden Panel and Machine Part) from others. They end up making alts to gather on instead to have those items when ever they need them.
Now what I think is at the root of this is the fact that making these ingredients costs fatigue to make, fatigue you could be using to gather those grade 4-6 ingredients or making socket boxes with. So the cost of making these Basic Ingredients is really quite big. Most people end up selling grade 2-3 ingredients to a npc instead of making them into them because they don't want to be wasting fatigue.
So changing the cost of producing these five items to zero would encourage everyone to make them, lower their value and make production easily doable on just one char. That in turn makes it a more approachable and simple system. And there's a built in min price already, so they can't ever crash to nothing! (The gathered ingredients sell for quite a lot at the npc, for example min price for lvl 8 mysterious powder would be ~50s) Not that I think it would go that low.
Now you could also reduce the amount of fatigue it takes to build these items to some lower number, but I don't see a reason to do that. Completely removing the cost will make a clear signal to everyone that there is no drawback to making these and that they should always make them and pop them in their market. Only other thing to consider is that this change would cause people to have more fatigue to use. I don't think this would be too big of a problem, but it could always be lowered by say 1/5th or 1/4th if this was done to balance that. But again, I don't personally think that's needed at all, more fatigue to use on 1 char again makes the need for multiple farming chars smaller.
PS. Could we change the fatigue counter to count up towards your max, not down. Considering what the word means reaching max fatigue and not being able to do anything makes sense, where as reaching 0 and not being able to do anything does not.
Edited by Precrush, 29 February 2016 - 06:04 AM.