@dcccxix said in Economy essentials:
as a solo player you could only gather solo, and do nothing else ... Sometimes you just want to log in for an hour and have some good time without bothering anyone.
Exploration, filling out your bestiary, acquiring crafting recipes, discovering skills and completing their tasks are the primary drivers of personal progression, and you can do most of it solo. Even if you get killed, you won't lose progress on those things.
Nothing bad about that at the first sight, but this way "safe" zones will have bigger concentration of players not for a good reason, but just because of lack of motivation to move further from those zones apart from the knowledge system mechanics, which, let's be honest, won't motivate people forever
If you're worried about not enough for solo players to do, I'm not sure focusing on the resource gathering part of the game is the way to go. Resource gathering influences the global economy of the game. A solo player mining some ores doesn't just affect them; it affects the person who comes after them who was looking to mine those ores (resources take time to respawn so locations can only sustain a limited number of players) and it affects the person who is selling those ores. It makes sense to me that other players should be able to use force to influence solo players who are affecting them economically.
Maybe if gathering some herbs, talismans, something compact like that, wouldn't require a cart, but maybe a small bag to carry around as something reserving a part of your inventory, it'd solve the problem.
In one of the Q&As it was mentioned that small resources like gems and herbs will fit in your inventory. Basically anything that makes sense to fit in say, a backpack, will fit in your inventory. Anything that would be too big to realistically fit more than one in a backpack will have to be carried.