Quote Originally Posted by DesiredStart View Post
I don't know why you think that it would be taken negatively by most players because all the players I've talked to in the game liked at least in part the changes I'm suggesting. Though they all say that they don't think that the devs will implement them. Perhaps you could give suggestions on how this could be added without being such a headache for the programmers. Though as a customer I have no reason to stop requesting for things that would make the game more interesting to me and those that I talk to in the game. So they need to make 2 extra programs to add this feature. Cool! I hear possibilities through your nahsaying. So, players would need to spend more time in the game learning these new features to keep on top of things. Awesome, more time and chances to meet more players that share interest in the possibilities of crafting. So we need to buy the extra features. So what, I've paid to get the game in the first place and I see no reason why I wouldn't pay for the extras. Especially if they added features I'm into. I don't see the problem just the possibilities of what could be. High risk with high rewards isn't for naysayers. Naysayers play by caution and wouldn't risk hard to come by items for something that could end in failure. Especially if it's only going to give a few extra status points but I would. Even if such items needed were only dropped by a boss monster that only appeared once a year. It's a gamble and one worth taking in my opinion.
They like ideas until they see the actual outcome after implementation.

Such ideas are great - in single player games and occasionally co-op games. They lead to headaches for developers in MMORPGs, which is why you see such systems end up phased out over time if they were introduced. No player wants to feel forced into making certain choices because other players won't invite them to a party because they aren't geared "optimally".