There’s lots of ways to do things, when they remove something people will find a new way. I’ve built a couple of glide tracks, they’re fun and useful.
Apparently they also enable a lot of activities to be configured for “afk play” which is both valueless in terms of any aspect of community, economy, etc… and really backstabs the developers. Your open enthusiasm for this, frankly, has really shocked me. Especially since you don’t appear to be american tbh.
This is the endless fight of course, here or anywhere. I’d rather wreck some side activities or minor emergent game play than core game.
Also none of us here have much insight into how Monumental is going to approach things once they get going, AFAIK. They could separate cubits from the monetization chain in several ways, or they could remove the ability to earn them in game all together. Ideally with a start up amount or a cap on “earned cubits” to allow people some plots to get hooked. The logic of controlling the server space coming at a specific cost is really simple and obvious. Maybe none of this matters in a few months.
Until then, assuming that the general outline of the current systems stay in place, that’s my honest opinion. Remove the exploitable features that impact side play, rather than just taking the easy path and devaluing the core activities across the board.
As it stands we just might all end up surprised.
Editing in some further BS:
When the high end flowers and rocks became a problem, the first thing they did was kill the gathering profession. A solid knee-jerk from Wonderstruck.
They did come back later and start assigning the “dug up” status to a lot more items, allowing them to return some of the lost XP to the core gameplay.
Not everything is solved in one step, and as you note this sort of fight is an ongoing battle.