You assume that there is all kinds of content and systems for 1.0, when we already know that 1.0 is hard to develop for, and create for, heck, look how long it took them to pull 1.0 around.
As a developer, I myself understand this... Do we focus more resources to something we are turning off in 4-6 months, or do we focus our efforts on new systems, and contents.
The basic idea for development is developing a strong "Core" to the game, from there, if you've done your job it becomes easy to expand off of that core. (I recently developed some software and version 1.0 was hard to expand, so we also did a 2.0 change, and from that we re-built the app to be more flexible and expandable, and now it's easy to add new features etc).
So from the current relic system, there are two options.
1. This system isn't perfect, so let's delay it until 2.0 - people will complain.
2. This system is tedious but it works and it will give players something to do until 2.0 - people will complain.
Yoshi-P has said multiple times that his effort and focus is on 2.0, and he will come back from patch to patch and direct 1.0, but 1.0 still has the "ghost of Tanaka" and the post said.
Personally, and IMO, his reference to a "token" type system refers to what people have called "karma" where you do the events, but the drop stays low, however, the more you do it the greater the chances of the drop.
While we don't have 2.0 to compare and contrast the development styles of Yoshi-P and Tanaka, I see one of two things happening come 2.0.
1. 2.0 will be more of the same with RNG, and whatnot...
2. Yoshi-P will deliver a game that will surprise a lot of people.
Ether way, he's doomed by the forums.
You can't make everyone happy.![]()