A thought just occurred to me, one I haven't explored too deeply I admit, but it is a troubling one. Many MMOs and competitiveness or success in same can legitimately be described as being too heavily gear-focused. Crowfall will very likely be the most gear-dependent MMO of all time, for the single and simple fact that Vessels are gear - and Vessels determine what 'class' or Archtype you can play, and therefore what abilities you can access. Coupling this with a passive time-based skill progression system and you may have some serious problems if things haven't been designed very carefully.
Take Shadowbane for example, not having certain Disciplines was a significant issue, such as Commander. Considerable effort was put into both acquiring the rune and preventing others from doing so - it was a game within the game to a degree, for a time. The same was true for some of the resources, that could only be acquired through the Mines. These were chokepoints where access to certain in some cases vital features or abilities could be restricted.
That is not necessarily by itself a bad thing. Taken to the level of gear, if it is advantageous enough, powerful enough or imbalancing enough, it can be game-breaking in effect. There is a lot we don't know yet, but we do know that Vessels are gear, they are gateways to advanced abilities, improved stats and skills and most importantly, to character class access. To what degree this can be restricted, denied or limited will I think be one of the big, if not the biggest, factors determining if Crowfall flies freely, or if it falls flat and dies in the dirt.
So my question then is, not just to the devs but to all of you - how much has this particular issue been examined, explored and played out theoretically through the game cycle, with what we currently know about the system?
Edited by Anthrage, 10 January 2017 - 09:34 AM.