Regardless of who designs the features, it is someone's job to decide whether or not to implement them. Yoshi decides to implement crap all besides crap.Your argument was that Yoshi is bad for the game. I countered that saying that he's adding in features to the game that have become genre standard. Your counter argument to that is that Tanaka was an innovator and his novel ideas were good for the game and/or genre. I'm asking you to back up those claims.
Irrelevant. Being a director and/or producer means nothing in terms of innovation or the good of the game/genre.
Oh as if. It is probably the one selling point of the game. And I don't know how long you've been on these forums but plenty of suggestions have been bandied about to create definitiveness within the armory system.The armor system has been bashed up and down by everyone because it creates homogeneous, bland classes. It's impossible to create any sort of class distinction in it, when its basic premise is that you can equip abilities from any class unto any class. To create distinction, you need to have abilities that are unequippable by other classes -- which is going in the opposite direction of the armory system.
Oh no, heaven forbid crafting classes rely on each other for recipe components. This is an MMO, FYI, some degree of social interaction is expected. The interdependency between crafting classes is not ridiculous. It is an asset to the game and facilitates social interdependency. FFS.Also has been bashed up and down because of the monotony involved with crafting, the ridiculous interdependency between crafting jobs, stupidly rigid recipes, and the fact that crafting classes are considered viable main classes (meaning that all main story line quests or content that the devs want everyone to see need to be easy boring snoozefests).
Implementation matters.You mean, guilds? Whooo boy, really innovative here.
Ten years ago.Yes they are.
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