Well, it is a change which was announced in News section. I dont completely agree with it as well because it does not allow people who want to only craft concentrate on that - it pushes them also to fight if they want to be able to equip better tools...and I find this is just a distraction if your main goal is to make items not kill boars...
And... because of the lack of this... distraction, there were people that made 400 CP in Crafting Tier 3 for 2 months of game time.
Establishing a monopoly and dictating the crafting gameplay.
We are even thinking about cutting the crafting chances in half, because a disciplined guild has managed to ruin all the gameplay in 2 months... what are we going to do when we have 40 000 players trying to do that?
This game is the most complex project we have started so far.
There are a hundred more things that must be balanced, compared to IO, GI and GW.
And... the moment we allow one player to gain a significant advantage over others by exploiting a rule or a bug we didn't think of, is the moment we will lose all our players.
Because they will not feel equal in this world.
It must be clear that our desire is to make the game both as much hard as it is balanced.
The mobs will get stronger.
The crafting will get tougher.
There will be more and more restrictions.
Team play will be more and more encouraged.
And the players will struggle for each crafting or experience point.
Only this way, we presume, we will be able to make it enough entertaining and playable for a long period of time.
Unbalancing or taking advantage of something that is not well developed will ruin everyone's fun.
Same goes for playing a game in which you can have it all in 2 months and then go some place else.