I feel there are some serious issues with the player economy and crafting system and how they're affected by the strict trade restrictions on free players. There's some major suggestions on how to use free players to stimulate the in-game economy and still prevent multi-account farming, but I posted this in discussion because, well, it needs to be discussed. Onto the post!
First off, the crafting system -- It's designed specifically so it is impossible to be self-sufficient. You can't raise more than one skill in each category past 10, if the tooltip is true. I can forage and dye, but I can't use the dye to make cloth. If I'm an enchanter, I can't be a jewelcrafter or dyer. Aargh. That would be fine, if there was a large supply of raw materials for sale, and lots of crafters available.
However, due to the trade restrictions on free players, they cannot participate in the crafting system, period. Using the above example, it is literally impossible for a free player to acquire a consumable recipe for anything that requires cloths above Hammock Spider Silk and the other goods along that tier, since dyeing and clothworking are both artistry skills. More perks for paying to play, but that's a point I wanted to address, and it goes together with the next point.
For crafting to be possible for a Paid player, they need to gather a large number of materials. Even the simplest recipe requires Sinew (Trapping), Cloth and dye (Foraging, Dyeing, Clothworking). The recipes I've seen also required Leathers (Hunting, Brewing, Leatherworking), Wood (Woodcutting and Woodworking), and so on. Not an issue if there's a large supply of raw materials, since a player can focus on developing say, Fletching, and simply buying the necessary components for each item he crafts.
A lot of people had issues with the complexity and number of materials required for crafting when the system was first introduced. The standard reply was "It will get better once there's a large player economy." -- Certainly quite true. However, as with any game with both paid and free accounts, especially one with minimal restrictions on free players like this one, the largest portion of the player base is going to be free accounts. Ideally, those accounts will pay for a subscription at some point, because hey, that's why the game is here. Since there's always going to be a large number of free accounts, however, the ideal situation is that
the existence of a large number of free accounts improves the quality of the game for the subscription players.
Currently, the free players are unable to interact with the player economy at all. There's no point in a free player using the crafting system because it's impossible to sell raw materials, and any finished products are likewise stuck on that character. It would be a significant improvement for the player economy if instead of global restrictions on free accounts, there were simply very heavy penalties, so free players could still function in the economy, servicing the crafting and other needs of the paid players, but without flooding the game with gold due to the unlimited number of free accounts allowed per person.
I have several suggestions on restrictions for free players that would allow them to function in the in-game economy without simply flooding the game with gold due to players running large numbers of free accounts specifically to farm. The restrictions would be as follows:
1)
No trading of trophies, period. This way, you can't farm experience using free accounts, which would be a big issue.
2) Minimum value on all trades and auctions. You can't auction or trade something for less than the resell value of an item. Resources and crafted items would function differently. Increase the store-purchase value of resources according to the "tier" of the resource, keep the 1 gold resell, but make the trade/auction restriction set to 30% of the purchase value. This also further discourages selling resources to NPC stores. Likewise, free players cannot receive items for free. If someone wants to give my free account a weapon with a 300 resell, I can't accept it unless I give that person 300g.
3) 25% gold tax for free players. Keeps selling prices higher, so paid players won't get undercut when they sell items. If a free player has an item worth 2k resell, he needs to auction it for about 2700g just to break even. A paid player could sell it for 2600 and still make 470g over resell, where the free player would lose money over a vendor resell. Again, this ensures that paid players will have much more economic control, while still allowing free players to participate.
4) 20% overhead fees to purchase any item. Ties in with the minimum value on trades. If someone auctions an item for 1000 gold, and my free account wants to purchase it, I have to spend 1200 gold to buy it. If I don't have that much, too bad.
5) No donations. Free players would not be able to directly trade a player an amount of gold more than the store-purchase value of the items in trade. This means you can't farm gold for your accounts without trading items to the free accounts, which defeats the purpose.
6) No item-for-item trades. Items for gold only, to prevent trading low value items from a paid account for high value items on a free account. If you both want to trade items, make two trades, and eat the taxes. Just another reason to subscribe.
All these restrictions would allow free players to participate in the in-game economy and crafting, supply paid players with resources and other items, and I'm confident they would prevent multiple accounts farming for the benefit of a single person. With the above restrictions in place, a free player could auction and trade items, but would not be allowed to give or receive gold without other items of value being involved. You can't give items from your free to paid account without spending gold from your paid account, and you can't give gold from free to paid without trading items off your paid account.
In short, your
paid accounts can't profit from farming on multiple free accouts, but the economy benefits, because more trade happens.
(As a side suggestion, perhaps a benefit of premium membership would be to allow all Resourcefulness/Crafting/Artistry skills to go past 10. If your Premium time runs out, your highest skill in each category stays active, and the other ones retain their XP, but function as if they were level 10 and can't gain XP. Just another benefit to tack onto Premium

. )