i'm still completely against purity fields, even in their current "much-smaller-than-haven" form. The fact that most items have a seperate field helps, but that doesn't take away the fact that living near a 10% soil/clay node is more or less equal to a Q40 clay pit in haven: not an extreme advantage in end-game terms, but very much so in early-server considerations.
As slow as the purity grind apart from the nodes may be, i believe that any localized purity field (whether global or an a much more individual scale) is BAD.
A possible alternative: the purity of items you find is capped by relevant proficiencies, but will be the same %/multiplier wherever in the world you are. Only alchemical make-up will differ over the world. For this, the current field sizes would be perfect, I think (a couple of minimaps to change the dominant element, for example). This will still hold the thingie about localized purity, without aversely affecting new players. Post if I missed any consequences
