As I've stated elsewhere, my main concern is the finite number of resources, more than the finite number of experience points. Aside from crafting weapons and armor, which can be done indefinitely due to the ability to melt said items back down into base resources, many crafting recipes are inherently limited. All sorts of items such as plants, animal parts, and all sorts of basic "mundane" items like rope or needles and thread are, in actuality, harder to find than things like magical weapons and armor. Certain character classes, such as Rangers, will burn through inherently finite resources such as magical arrows, with no way to replenish them short of scrounging through barrels and keeping their fingers crossed each time the merchant inventories reset (which, mind you, only happens a finite number of times).
I'm not really concerned about grinding experience points, although I'm sure there are some folks who want that. I'm more concerned about finding more readily accessible loot drops. Dungeons with renewable foes could provide a potential source of such items, even if they opt to make "respawned" enemies grant little or no experience points.
It's certainly not the ONLY solution, but it's a possible solution. Something that might help offset my concerns is a more sensible merchant inventory reset timer, since at the moment they only reset their inventories each time your "main" character goes up a level - and even then, their inventories are fairly randomized (varying from vendor to vendor). And, again, even then the overall amount of gold in the world is still inherently finite (although admittedly, that's far less likely to be a problem).
I mean, where exactly do we draw the line between what is and isn't logical, when it comes to respawning or resetting things? Should merchant inventories even reset at all? What about plants? Should plants respawn? Should wounded enemies regenerate health when the player isn't around? I mean, if the goal is to present an in-game world where everything is static except for what the player expressly decides to change, then I suppose not.
EDIT - As an aside, this isn't even a particularly big issue for me personally. But still, some of the arguments AGAINST it just seem silly.
Last edited by SagaDC; 08/07/14 01:42 PM.