No clue how to start this but I have played too many online games to list. Basically this game is going down hill. There are a few reasons I say this, These quick fix patches to minor bugs are starting to overlap each other. In other words you can't fix the actual problem because you wrote knee jerk reaction quick fix patch without thinking it through them pumped another right after it. Picture it as a ball of duct tape, not joking here but a ball of duct tape. Once one layer is applied to the core it is not stuck there unless you place another layer of duct tape on top of it. So you write a knee jerk reaction quick fix without thinking it through then move on then one to four weeks later you realise you overlooked something and you can't actually fix it anymore without affecting other aspects of the game that are attached to the knee jerk reaction code. So if you could explain the logic of pumping out patches that have not been thought through over and over and over and over till it is a huge ball of duct tape please do.
Anima, for one it doesn't regenerate fast enough for someone playing all the time. So you run out or you have way too much. maybe scale it to speed up while online? Please no knee jerk reaction patches due to anything stated in this post.
Lastly I don't get the logic of having rank 40 camps way far apart from each other while the lower rank ones are clustered to where you can stack them. The exp pool is larger at higher levels so explain the logic of only 3 leves for a rank 40 leve location way out in the middle of no where near another rank 40 leve location. If I want to run 8 leves I have to use in theory 4 anima for two camps = 8, then 3 to port to new city = 11, then 4 to port to another camp = 15 then, 3 to port back to ul dah because every other city is dead = 18. Anima generated per day = 6, leves are on 36 hour cycle, 36/4 = 9. I can't play every other day and still be able to skill my class without running out of anima. So explain that logic please. thanks.