Hello,
As most of us have all played many MMOs over the years, I think the devs should strongly consider the market, and more so the game economy. I started off playing UO, and to this day, 25 years later the server is still up and people are still playing. Why is that? It clearly isn't the amazing graphics from 97. haha.
I think, in part, because the economy of that game really depends on EVERYONE to succeed. For example, I built an entire career as a miner selling my resources. I could do that be I invested a lot of time and money (and skill points) into becoming a top miner.
I've played a few beta stages thus far in Fractured. And I really do enjoy the game, with one major concern. Currently, it seems that everyone can gather every single resource in this game. Everyone can craft everything in this game. There are no KP investments, or talent point investment, or anything. Everyone is literally a Grandmaster gatherer, crafter, and tamer, from Day 1. The market will be unbalanced because of this. The cost of goods/services will be extremely low, and people would most likely be better of just farming bandits for money.
The problem with that, and it's a huge one, is supply and demand. Whenever literally everyone can gather, crafter, and tame, the supply, in the case the ability to supply the market, is 100%. Now there will be some folks out there who don't want to gather/craft/tame, I get that, so let's say 70%. IF it took KP or talent investment, that number would change significantly, because now instead of opening up to everyone and their brother for free and no investment besides time, you would make people choice wisely about their KP, Talent, and Time investments.
Without any sort of investment required (besides time), the demand to meet that supply is extremely low. Why? Because everyone can do it themselves. Why am I going to pay you to make me leather armor, when I can just do it myself in 5 min? The demand is really only going after those 30% folks from early.
Cost: Since basically everyone can gather/craft/tame, and you are only targeting those 30% and since 70% of the server can gather/craft/tame without issue, the PRICE of those items is going to be VERY cheap. Supply and demand. When the supply is high, and the demand is low, the price ends up being very low.
My suggestion: Have gather/crafting/taming, take KP, talent points, or some kind of strong investment (besides just time), to increase the cost of those goods. Otherwise, you are going to end up with a server with little to no main gathers, crafters, or tamers. Why would anyone want to invest all that time, and risk of being PKed, only to be rewarded with a dirt-cheap market price?
The website discusses on the front page, different types of career paths. But currently in game, it seems that literally everyone can do all of those things. Therefore, the economy is going to be complete crap if you wanted to go down either of those career paths. I'm not knocking the game, it's just basic business principles being applied.
That is why games like UO and Albion Online are going to be played by some for a long time, those games are built around A- players having to invest points and time into gather, craft, tame (UO), and B- the market of individuals who can't do that therefore have to spend a fair market price to get those services.
Just my thoughts.
Have a blessed day.