+1 about the gold from generating cargo pack, or just increase pack sell prices (easyer to implement i guess)
Or maybe make so you get cargo certificates only from generating packs and make those tradable thru the auction. (Auto activating quest, every 5 packs you get a cargo certificate)
Well people doesn't loose too many trade routes, you can still craft wherever you want.
Main problem is probably making available traders closer and therefore paying less. Solz to sanddeep pays decently but solz to 2c doesn't.
if you increase trade price you most likely solve the problem
TLDR at the bottom.
Cargo Certificates are from Vocation badges, generating them isn't a problem. The gold generated from the 3.5 trade system isn't the problem, it's the Charcoal Stabilizers. The ways you get Charcoal are funneled down from 105 possible options for Nuians (15 zones, 7 packs per zone) and 98 for Haranyans (14 zones, 7 packs per zone) down to THREE per faction. You have to take the tier 2 cargo packs from your faction to the other faction and turn them in to get a tier 3 pack that you then need to take in-land. From there, you get less Charcoal from a turn-in than you do if you take into account the packs that went into making cargo.
So here's the math and a label of whether that's good or bad for those people that don't seem to get what's going on such as yourself.
1. 203 possible ways to gain Charcoal get bottlenecked down to 6 (obviously bad)
2. The time spent in transit to turn the pack in almost triples, and the time spent in a combative zone increasing the likelyhood you don't even get any charcoal at all is at least doubled (obviously bad)
3. The total Charcoal gains from 1 cargo pack is slightly less than double of what 1 pack turns in for now (keep in mind that to make cargo it takes around a dozen packs of different varieties to make TWO cargo, so 12 packs that turn in for ~30 Charcoal become 2 packs that turn in for 60...clearly bad)
4. You can't guarantee access to the cargo you contributed towards making, so you're either stuck having to stand at the NPC waiting for someone else to turn packs in so you can snipe it, or you're stuck being the person people are waiting on to turn in packs so THEY can snipe it.
5.
snippet about making Delphinad chestpieces go from 175 charcoal to 769 Charcoal (339% increase in cost)
Extra note: Live had 6x as many people as us per AH cluster, and 5.0 just reverted over half of this system. It doesn't work. A larger population of players and inter-faction alliances of pack runners could not make this system work, we definitely will not.
So let's go over this with more math. The ways to gain Charcoal to craft shrinks by 97%. The time spent in transit increases by at least 100%. The charcoal gains per pack involved with this system decreases by 83% (6 packs : 1 cargo). The costs to craft gear can go up by as much as 339%. Total Charcoal gain decreased, time spent increased, Charcoal demand increased. Anyone who thinks this system is/was good is delusional. The gold isn't the problem here Wyatt. It's the Charcoal.
TLDR: 3.5's system is the equivalent of making a 17-lane highway with a speed limit of 50 mph/80 kph shrink down to 1 lane in the middle of rush hour while the police are actively pulling over anyone going slower than the new speed minimum of 150 mph/241 kph, and none of us are the cops in this scenario. Anyone who thinks this is good is fucking retarded.