I'm probably putting myself up for major flaming now, but I've been pondering this for some time, and can't see the major flaws in it, so I thought I'd post, and get my ass whooped
I've been thinking a lot about this crafting problem, with RMTs doing bad things to the players. SE seems to be kinda stuck, it's multifaceted, it's not just solely the RMT; but also all the people who got one craft to 100, then using the income to get their mules to 100 on another craft, meaning that there's a lot of people who for all intents and purposes have multiple 100 crafts available to them.
"So what?" you might think? it's their money, as long as they're not RMT, who cares?
Well, you should care. Since this means that there's more supply for things than there is demand. And this is bad for the single crafter.
Now, you can argue back and forth about the merits of the current solution, but the thing we can all agree on is that atm, it's not working, even SE says so, and for the RMT, it's an easy matter of just getting their crafts back up to 100 on a new character each time they get hit with the stick.
now onto the controversial, part, a significant part of the problem is the relative simplicity in getting a craft to 100 if you have no economical challenges, all you need is a lvl 1 character placed next to AH buying all the stuff you need and crafting all day.
What I should be discussed, is the possibility of putting a level cap on crafting. to get above craft lvl 90, you need a job at 75, to get it above 80 you need a job at, say, 70? over 70, say 60, over 60 say 50. just as a concrete example, you can argue back and forth about what levels for what, it's just to have clear cut idea of the core principle. This shouldn't have retroactive effect probably.
Now, my argument for this is that:
#1, everyone who has legitimately got a craft to 100 (or is close to it) the first time around, probably has a 75 job, or is easily capable of getting there, already.
#2, it would put a significant dent in the ease of getting a new char/mule to 100 in a craft merely by pouring money into it. (also making it harder for RMT to replace their banned dudes, since they'd have to level the craft on their toon, as well as XP it, also making it hurt twice as much when it goes *boom*)
#3, it would lead to significantly fewer suppliers to the market, increasing demands for goods.
Discuss? (see: flame on)
*takes cover*
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