ok,so here is what i have came to the conclusion of,this current forcefulness of TA is a very bad situation to throw your players into. You have made it so in order for time to be worth spending on skills that they have to go to Ta and possibly die in an area where they just have no need or desire to go to. I do not care about dying in TA im there every single day killing and skilling so could care less.
but seeing the bigger picture here is what would be a far better route.
Take all the TA resources and repsawn speeds and such and throw them into a new enclosed area
Make this area require lvl 32+ of every skill to access it or 32 of individual skills to access certain areas of it,make this place have all the same resources and respawn rates.and include all skills into the mix. why? because this will level out the economy and create equal worth between all skills.
(gatherers fortress)
and to TA
throw mobs on there..these mobs drop only smuggled items!!!
smuggled fusion powder,smuggled items and also!! a chance for every kill to drop valor bags! smuggled of course...also increase the drop rates of these slightly(basically a loot booster pot of increased chances)
Also give a extremely rare loot table to these mobs,where they can drop pvp based items with pvp based rolls for classes.
Example: 1h small axe lvl 45 scaled pvp 17 vit,34 melee,34 energy + in pvp this causes 15% more AOE dmg= increases lethal concoct and spires by 15% overall.
Example: 1h mage book lvl 45 scaled pvp 15 vit 29 sorc 29 energy + in PVP this book has a 30% chance to negate stun/snare/silence effects.
just basic ideas for pvp based weapons that can create fun as well as a market.
will add more later.
Edited by HuMoR, 06 August 2014 - 13:15.