Making vendors not to buy animal parts would make economy healthier.
If vendors don't buy animal materials, it removes a ready source of income for new players who can't compete for the other source of gold creation, npc dungeons. Remember, there has to be some pathway for gold to enter the economy or no one will have a way to buy anything from other players.
Problem is new players cannot compete with veterans npc sites, whereas animals are scattered everywhere. Most newbs want to craft, as well. Buying armor and weapons is hard for newbs at the rate that they can make gold on skeletons or bandits when they have to compete with veterans.Butchery was not a "ready" source at all. It always was the worst way to earn money as a newcomer. I hated it when vets suggested it to new players since it was so awful. Using your first character for mainly standing at a bench and then dumping worthless shit into the vendor? Or better yet, relying on a two character set-up with hunter and butcher? That was a very good way of turning away players from the game.
If there are not enough ways to earn gold for new players, add some bandits or walkers. Not to mention that even a new player could sell the carcass to someone on the trade broker, thus taking part in the player economy. There is no reason why a new player should touch a system like butchery if they are not specifically interested in it. If they are - great - take part in the player economy.
I think it helps noobs if they get useful materials from the creatues they kill instead of super heavy stacks of seemingly useless carcass.My thing is that if you make everything about skinning you might as well just remove butchery and make the animals drop materials.
If you keep the system make it count. Make it interesting. It should not be just busy work that stands between you and the materials you want.
Generally I think SV should be able to provide enough mobs for noobs to kill. Hopefully they will scatter them out instead of creating another noob slaughter house like the graveyards.
Except that having to skin things would keep people out in the wilderness longer, whereas butchery (which isn't interesting or meaningful) has players spending the time in town or house or palisade. That is a big difference. If you couple that with not having to put extra points into it, it will be something that more characters can do (weapon and armor crafters, for example.)My thing is that if you make everything about skinning you might as well just remove butchery and make the animals drop materials.
If you keep the system make it count. Make it interesting. It should not be just busy work that stands between you and the materials you want.
Generally I think SV should be able to provide enough mobs for noobs to kill. Hopefully they will scatter them out instead of creating another noob slaughter house like the graveyards.
Yes, as long as you can get all of the various mats by skinning.I think theres some sort of cool compromise to be had between skinningg and butchering.
Like if you skin them out in the field on the spot without all your fancy butchery appliances you get half of what you would had you taken the time to haul the entire carcass to a butchery table (that also requires a primary skill)
I understand your intent, the problem is how much that would limit the amount of gold entering the economy.i completely agree about ncp vendors not being able to buy animal parts, they shouldn't be able to buy stuff that may mess up with player economy