Ok i will answer for every point.
YoukaiMori wrote:1) Add a cut-off for LP gained through repeated simple crafts, E.G. if you craft 10 buckets within 60 minutes, you stop gaining LP from it, and the cutoff resets after an hour of not crafting a bucket.
This idea is good but only when you think about buckets. As i said previously buckets is just glitch wich use noobs to get some LP at start. If you will add cut-off for every repeatedly action such professions will be dead: farming (lot's of repeatedly actions with mid LP), mining (same), all food industry (cooking/baking/cheese production).
So we will have all peacefull professions dead since they will not have enough LP to progress. Also, speaking about
simple actions you should understand that
EVERYTHING could be botted. Farming, Mining, Cooking, Silk Producing, Cheese Making. Everything could be (
already) botted.
YoukaiMori wrote:2) Increase LP gained from uncommon/difficult crafts, E.G. silk cloths and other high-end multi-step crafts
Ok. So the only way to gain LP will be silk crafting and hunting? What other 'high-end multi-step crafts' do you mean? Steel making? As i said we will have 3 professions out of 10 will be able to progress.
YoukaiMori wrote:3) Increase LP gained for final steps on crafting, E.G. making bread dough gives 1/3 the LP of actually baking the bread, making a cloth gives 1/3 the LP of making a shirt, things like that
I don't see any reason for it. It is not that hard (for good botter) to make bot that harvest wheat, grind, make bread and bake it.
YoukaiMori wrote:4) Remove foraged curiosities, as those are easily collected by bots to feed entire armies with LP
There are only 6 good slots from foraging (edel, frog, glimmermoss, bluebell, flotsam). Two last curios need different kind of bot's/chars for botting and more uptime to get enough count, so not every alt will have them (speaking about army). 4 slots out of 16 comparing with 16 slots from crafting - i don't see anything gamebreaking here.
Also foraging is a part of out-of-wall gameplay. If you will remove it you will never ever see anyone outside walls.
YoukaiMori wrote:5) Reduce the base LP of all crafted curiosities, E.G. Straw Doll from 850 to 400 at Q10
So? As i said this will just reduce amount of LP / day.
YoukaiMori wrote:6) Change it so that each curiosity can only be studied once every base study time, E.G. Straw Doll takes 4.5 hours to study, once it's done you can't study another for 4.5 hours after to stop people from crafting the same curiosity over and over (Which was the original complaint with buckets and the old system, right?)
So? As i said this will just reduce amount of LP / day.
YoukaiMori wrote:Obviously limited crafts like sausage making and such wouldn't have a cut-off, a ten minute hunting trip will have enough meat to make a cupboard full of sausages easily. A small town usually supplies one or two "chefs" with all the material to cook, if that's his job you don't want to limit how much LP he can gain from how he wants to play, and you don't want to punish the players, you only want to punish the "bots" right?
Limited crafts? Do you know how much meat produce high-q cows? And why should hunter give his exp to chief then? This will never work as you are imagine.
YoukaiMori wrote:Curiosities as the only or main source of LP is horrible, they should be supplemental if anything. Something you use leftover material on, not the main thing you put your material into.
But how people will be able to progress their characters if 90% of time they will not receive LP (because 90% of time ppl making repeatedly actions which will have cut-off) and there will be nearly no LP from curios. Also those profession who will have enough LP will progress even more because they will also receive bonus LP from curiosities.
Summary: Your suggestions leads to reduction of LP / day, unbalanced profession progression, making people do not only that profession they like, but also any other LP-gain profession, even less combat then now (since all characters will be crafters too, noone will want to loose them).
Advice: Please, before insisting on your advices, think how they will influence on the game system in complex. I'm not really good in this part of game design and i think any good game designer will give you twice more reasons against your words.