Quote Originally Posted by Nezerius View Post
While I can agree with the first 5 points on this quoted list, I'm kinda scratching my head on the 6th one. I get that you're specifically talking about the examples in the brackets, but the first 5 points would require just as much innovation. Innovative design for playstyles (point 1, 4, 5) and innovative dungeon design (point 2, 3). Perhaps innovative isn't the right word here?


I enjoy the crafting and gathering in this game exactly because it's not just a "press one button, wait 3 seconds, crafting's done" system. Turning it into a system like that would just kill off a major part of the game for me.

Which brings me to what I'd wish for:
Specialist System. I'd like a better system that encourages crafters to specialise in something, rather than being forced into one. Something along the lines of specialists needing less materials to craft something.
I italicized it, because I don't mean innovation literally. I mean it in the way that Yoshi and the dev team meant it. They said they are going to reduce dungeon content to provide more innovative content. I hope that helps clear it up?

As for crafting, I like the systems in WoW, Guild Wars 2 and Wildstar, with Wildstar having the best system imo. It was fun side content you could do while you do your battle content. In this game, it's a huge pain to go gathering etc. Even if just gathering changed, I'd be happier.