I think that since it is a skill point-based system, (as the monsters become easier and easier to kill, that they stop dropping items,...or have a limit to how many pelts will spawn after a monster is killed, kinda like crystals, the more people, the less the chance, making it rarer if there are alot of people hacking away at stuff...Hmm..I wonder how the dev\'s are going to get at this one? All I know is that, a \"newbie zone\" is really bad, no offense the idea is good, but the concept is bad,...training grounds where an NPC tells you how to do stuff would be a better idea, for example, a type of corral, or so would be a bit boring, but designating concentric bands of difficulty would be better...I.E. Near a town wall would be the easiest monsters ( unless it\'s supposed to be a secret town, etc) and at a certain range beyond it would get harder and harder....depending where caves and such are, would define their level of difficulty...
...dunno about that money and pelt thing...I want to kill everything on the map so I get money, because I am usually poor in MMORPG\'s, but I would never consider what it would do to the economy here... Personally, if I needed to handle that, It would do something witht he fact that there are alot of different types of currency...check the menu...crystals in fact,...what would their value be when monsters came around? So, here, If the money would denominate like the crystals do, then the cheap items would roll around the higher denominations, and so forth, the price of items dropped by monsters and the quantity would be directly proportional to the difficulty of obtaining it, and the amount availiable...(plus, I think the server would go nuts if let\'s say 1000 newbs got 50 pelts every day for a week and kept selling them, or just kept them...) They should limit the amount of pelts dropped per day, or per hour, minute, etc. Oops, I rambled!