It used to be good to just explore the landscape, killing and looting what mobs got in your way and selling the mats to the nearest Hawker to earn dappers for TPs etc., maybe doing the occasional digging and crafting. I played that way most of the time, with the goal of collecting all TPs (I got all but one before the Wipe). This way of playing is now impossible.
In the old economy, dappers were largely irrelevant to most players and missions that gave dappers were ignored. Now with the new economy those missions are very relevant and a player will earn more dappers for missions in the more dangerous regions. This enables players of all levels to earn dappers, however having done this for a while, the same missions over and over, it is getting boring.
Those players who do not like to play this way, e.g. explorers & hunters, now find their way of playing the game does not work. Foraged and looted Mats used to be worth gathering to sell, but prices are now so low this is pointless. The emphasis has shifted to using mats to craft armour, weapons etc. and selling those.
This means that unless you enjoy crafting you are going to struggle to earn enough dappers to pay for TPs, let alone anything else.
So for the Exploreres and Hunters among us, there needs to be a payday that fits that style of play. It needs to be available to players of all levels. The obvious existing mechanism is killing bandits. This is already used to get dappers (and fame, although I don't understand why you don't get more fame for killing higher level bandits).
If Bandits dropped armour and weapons, appropriate to their level, this would enable players of all levels to get gear to use or sell without having to dig, loot and craft. Bandits with a pistol would drop the pistol as well as their armour and jewels.
It makes sense that crafted gear is worth more than the mats used to make it.
It is good that missions for dappers are now relevant.
It does not make sense that these are the only ways to make enough dappers to play the game.
In the old economy, dappers were largely irrelevant to most players and missions that gave dappers were ignored. Now with the new economy those missions are very relevant and a player will earn more dappers for missions in the more dangerous regions. This enables players of all levels to earn dappers, however having done this for a while, the same missions over and over, it is getting boring.
Those players who do not like to play this way, e.g. explorers & hunters, now find their way of playing the game does not work. Foraged and looted Mats used to be worth gathering to sell, but prices are now so low this is pointless. The emphasis has shifted to using mats to craft armour, weapons etc. and selling those.
This means that unless you enjoy crafting you are going to struggle to earn enough dappers to pay for TPs, let alone anything else.
So for the Exploreres and Hunters among us, there needs to be a payday that fits that style of play. It needs to be available to players of all levels. The obvious existing mechanism is killing bandits. This is already used to get dappers (and fame, although I don't understand why you don't get more fame for killing higher level bandits).
If Bandits dropped armour and weapons, appropriate to their level, this would enable players of all levels to get gear to use or sell without having to dig, loot and craft. Bandits with a pistol would drop the pistol as well as their armour and jewels.
It makes sense that crafted gear is worth more than the mats used to make it.
It is good that missions for dappers are now relevant.
It does not make sense that these are the only ways to make enough dappers to play the game.
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It's bad luck to be superstitious . . .Palta e decata, nan nec ilne matala.
When one goes on a journey it is not the scenery that changes, but the traveller