AmyRae.... what?

Obviously there have to be rules to a game. But what I am getting out of this thread is that most of the limits we have are completely unnecessary, and don't help the game in any way.

Now, I complain a lot about the surplus issue, because it bugs the snot out of me. But this isn't the only ridiculous limit.

Accessories are pretty silly. If I have an equipment slot, I should be able to equip something there.

Anima is redundant. Obviously they don't want us to teleport around all the time. But the fact that this is the only way to travel great distances at a time, and that the game is so spread out that we often need to travel very far.... To be honest, this needs to be re-addressed by the team. Seeing as Anima is our only way of transportation, either add some other means, or make it so my group isn't constantly drawing straws to see who can teleport the group.

Action points are a little silly. If I learned a spell, and I am that class, shouldn't I know how to use it? I could see them making us limit how many abilities we can use from other classes. But if I'm a high level caster, shouldn't I remember how to cast a spell I've been using for the past 15 levels? (Not even going to touch how annoying configuring the AP system is).

There are a lot of limits in the game. Some of them could be good, (like using Guardian Favor as a source of rest-EXP), but most of them are pretty bad, and don't do anything to make the game better. That's what needs to be worked on.

If the function of a design helps the game succeed, it's called a feature. If it only deters from the game, it's called a flaw.

Most of the "features" this game has are really just flaws.