No, it really wouldn't but do explain how you think it would.
Even if it wouldn't they have the same right or desire to discuss it as you who discusses a problem that doesn't seem to affect you either by your own words, as you are talking about a play style you don't do.
The claim you made is "affect not at all" which is a much bigger claim than "affect only slightly". If you only had said the latter or similar I probably would not have commented at all.
Any xp increase for an activity will increase xp gain slightly for people doing that activity. In fact the player who does the farming in our group will get exactly the same amount of xp from farming as a guy only doing farming except if that guy produces food just for the sake of producing food. Incidentally such a change may even be beneficial for the "normal" balance and it is probably the least controversial suggestion.
No, they don't discuss it, they want to shut down discussion of it.
I'm sorry but I do find that fundamentally misstating my position and therefore impugning my intentions and character after I've repeatedly explained otherwise is offensive, and that my sarcasm is warranted after literally everyone that's brought up balance issues here has been treated poorly for it and since I've dutifully answered every reply I've caught more of it than is anywhere near necessary. To be clear, I didn't start this conversation in a hostile manner, but yes, I have been aggravated by the hostile responses I've gotten since then.
If the misstating is about him saying "your playstyle" then it is at best even correct if he meant it as a shortform of "the playstyle you are discussing here" and at worst something he forgot in the back and forth and other discussions he is probably in. And yes, there were one or two posters who were rather hostile, but the art in forum discussion is to not lump everyone together.
And his point is relevant. It may lead to anything discussing it in the dev diary if TFP thinks the solution is already there and it is creative menue and modding, but not balancing, which is already difficult enough.
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How would slightly improving the prices of bulk materials affect "normal players"? This is only to make it possible to buy what is necessary from traders and balance the difficulty between wilderness, Navezgane, and city spawns. And do please take into account that resources from pois are already balanced and limited to provide just enough to be able to build a base without having to gather manually.
We have a player in our group who often uses the nights to dig, say 3-4 out of 7 nights, while normally questing or looting with us on most days. I am sure there are groups who don't quest in the night (we usually don't as a group) and 1-2 players do exactly the same or more, maybe even 5-6 nights a week. Their resource pile should be in the same ballpark of a miner/cook/farmer who stays at home. Any increase in Dukes you can get from selling that stuff that would perceptively help that miner would help them as well.
As for increasing the availability of "tool magazines" at the trader specifically this doesn't favor the "normal players" because those tools aren't critical to their experience gain rate at all.
See example above, all these "hobby" miners I talked about get nearly as much of an advantage out of better tools than your miner gets. Moreover everyone in our group is using stone axes, pick axes, fireaxes, shovels, even augers daily when available. To open chests without lockpicks, to open windows or doors, or walls, to remove stairs at nightfall where sometimes every second counts, shovels to pick up resource stacks and yes, to mine as well from time to time. I usually have 3 weapons and 3 tools on my toolbelt. Now in the first week of your playthrough we ask our tool crafter twice or more each day if he got a new tool level ready. How can you say tool quality is not important to us? For XP probably only our "hobby miner" will see a bigger difference, usually he is 10 levels above our scavenger.
Sorry, have to stop here. My group starts playing 7days now.
And for the "forge ahead" magazines the idea isn't to speed up crafting progression but to insure a minimum floor. Questing players are going to collect a lot more books from pois, the 1-2 available at the trader are just not going to make that much difference. Also, take note that because engineering and lockpicking affect the drop rate of the forge books doing so would also help to offset the imbalance in the Intellect tree.
Of all four of those ideas, only the first two could be considered critical, the third's necessity depends on the first two and whether higher quality tools would be needed to synergize with the gathering perks to the same effect, and the fourth is a throw away as it doesn't address the main problem but instead is aimed more at overall balance between the trees.