Now, the point in my post is to demonstrate why some here (and most PW admins) object to "muling" and have rules against it - because it gives a player an added advantage over others that do not mule.
That is what MM is not discussing. The text wall is just there, to demonstrate just how unfair it is towards those who do not mule.
As for the initial investment...?? One simply plays multiple characters
at the same time. I thought that much was obvious - most rules on PWs include scripts that tend to clean up things left laying around, so logging out, then in with a new character to pick up something can be (and often is) risky. It is much easier to have two characters running at the same time. And creating Crafters is normally much easier than optimizing a gold/xp hunter.
MM, you ever been on a staff on a PW trying to curb muling? The things and lengths that I have witnessed players doing, to mule...well, quite astounding, really.
So no, this is a point not worth discussing at all, because it doesn't exist for hardcore mulers. I take it you have never heard of this method before?
This has nothing to do with balance, though, just convenience. If you plan decently, you should never run into an emergency where you suddenly desperately need a wand. This also goes back to the point of muling typically being a response to an inefficient economy.
A big no here.
You can never be sure that a particular Crafter will be online when you are, unless you are regularly meeting up.
And as often is the case, often one cannot perceive the future, especially in the case of DM run events, where one needs something quickly.
*shrugs* You ever been involved in DM run events, etc? You know, where things are not foreseeable?
In a static environment, where things are always the same, one is not faced with such dilemma's of course. One can plan ahead, and as such, for one who does, it is usually easier. DM run events, however, are not so easy to plan for.