Change Character Discipline slots into separate combat &... in Suggestion Box Posted 8 hours ago · Edited 8 hours ago by KrakkenSmacken 16 minutes ago, Xanderxavier said: I respond to changes in information and constructive criticism, perhaps as a regular forum user the information from the ks remains ever fresh in your mind but frankly I backed this years ago in KS and havent exactly refreshed my memory on it often since as I waited for it to be more mature, and frankly im busy, the goal of my post was not disparage the game but ensure its success by exposing for considering an angle that those currently attached to it are likely to "close" to see, my initial suggestion was merely the most obvious solution to an issue I perceived, there are vast array of ways to approach such issues, given time finding one that both matches the principles of the game as you see it and broadly satisfies addressing the issue should be possible, the post stated the issue freshest on my mind having now put some hours into playing the game as a new player, ie the kind of thing a new player with no prior history with the game would most notice. Personally being a former student for longer then most and frankly a former computer bum due to coming out of college at a bad time for recruiting I have somewhere between 50,000-100,000 hours of gaming experience (not all in mmos, probably about 40% in mmos), and then I taught myself various fields of game design and now work as an independent game developer mostly contracting to other studios but hey, so I dont have nearly as much time to play in recent years but I still try to keep myself abreast of most major and the odd minor but more interesting titles, still you'd be hard pressed to find many individuals with my experience game wise, more heads do not always make for a better view, as most game developers simply havent played games enough to spot potential problems that arise long term, nor most enthuastic mmo gamers for that matter. Based on the replies on this post I see that some of the issues I've seen stem from the unique design, so adjusted my focus accordingly, dogedly sticking to the same viewpoint despite fresh evidence to the contrary is not my style so i freel free to adjust the general tone as appopriate, it doesnt mean theres not an issue of some kind awaiting the proper address, even if in the end the true issue is that the game fails to explain its unique approach adequately to new players as a matter of course, leading to misleading un-realised expectations, that's still an issue in and of itself, i only discovered the whole "vessels" thing from a random comment someone made in game afterall. I think what I would have to say to that, is you perceived correctly that there are limitations, but incorrectly that it is deemed to be a problem with the design. Rather, it is a major goal of it. Many of us here consider that many modern MMO games are too homogenized in design, and it's hard to differentiate players and styles. If everyone can be a specialized crafter without some restrictions, nobody is a specialized crafter. In order to drive home that point, this design forces you to make periodic choices that exclude others. You can, pick a new passive training line, level a new vessel, but at some point you will notice that to move forward in a new profession/race/class, you have to start over to some degree. One of the big advantages you may not have seen yet to the leveling and vessel system, is that you can "twink" yourself. If you are playing a end game Cleric, you can use that endgame cleric to harvest/craft/farm everything you need to try your next build exploration, prior to jumping into a new vessel. There is no gear limitations by level, nor grouping limitations by level with your friends. Got a great purple suit of plate, migrate it to your brand new level 1 Guinean knight after messing around with the Nethari templar. In fact, getting twinked and rapid experimentation is probably going to be the more common early player experience, rather than the current slog due to all the resets.