- It is now a major lp investment put into items, where as before only hunting required a lp investment after buying of skills.
- Though true that hunting requires weapons and armor, the tools for making items take a bit to make too.
- While hunting has the danger of animals hurting them, this isn't a problem as you can hunt in a level that is reasonable for you and many people exploit it anyway. Additionally not investing in combat skills is actually more dangerous, as there are far more pvp deaths than deaths from animals, and hunters have an immense advantage in pvp.
- Hunting makes up for a small portion of the game. There is so little reason for it to be so lop-sided with its massive amounts of lp gain.
- The fep values used in hunting are the easiest to level, while some of the fep values used in item crafting are the hardest to level.
Additionally, it'd be really nice if you could make it possible to level fep values without having penalties in efficiency if not leveling all at the same time. The solution I like is to have the fep bar represent 1, and when gaining fep, the formula is item's_fep_of_said_type/total_said_type_level. This would basically be the same, but allow specialization. It would also encourage people to level their lower leveled fep values, as it takes less work than leveling the fep values that they are high in.