Cooperative PVE and the Economy
I don’t see the connection between the gathering nodes and diminishing returns, which I’m pretty sure are not implemented for gathering nodes. And aside from cooking as a special case, the stuff gathered is mostly basic materials that you need an abundance of to level up a craft. The two most valuable of those, ancient wood and orichalcum, are rare enough that the materials still sell for quite a bit on the trading post.
Crafting of fine/masterwork/rare items is mostly gated by fine crafting materials, which are dropped by mobs, not gathered at nodes.
You’re right Diminishing returns doesn’t affect gathering nodes, but it does effect the fine crafting materials and other drops as you said. I’m sorry if that was unclear. But my point still stands diminishing returns was implemented to curb the supply of certain items. They recently did something similar with Orichalcum spawn rate changing it to every day instead of a few hours.
In GW2 however the gathering nodes are based off the individual player.
Other MMOs do it wrong because the more players there are, the more mats are needed.
This in turn has caused the Devs to implement mechanics such as Diminishing Returns.
The reason for DR is anti-farming. Anet wants players to move around in a zone.
As long as mats sell for more than the end product, the sharable node has zero impact. As long as the end product is a loss of profit in comparison to cost of mats in purchase price, crafting is a waste of time and money as the exp for getting mats is equivilent.