I respect the opinions given on it and appreciate a well thought out response to what I said, so thank you. I do think we have different mindsets on how we want to see the game played out and I also think that's completely fine. Your way plays out more like a traditional MMO, you level up, you get stronger, etc. I guess I was hoping with the campaigns to break that mold a bit. Campaigns with varying lengths, 2-4 weeks for example with a full reset appeals to me because it allows people to race the content, bring new players in with out them getting discouraged, and essentially play it out like you would a game of rust (I know a MOBA was used as example but I think Rust would be more fitting). This is my initial reaction to the game and definitely open to change over time, but I personally can really see the benefits of a slightly sped up skill tree with full resets per campaign. I hate to keep using Rust as an example (and I'm about to speak about original rust not the new version), but when someone in the game got a new recipe, or was the only one with say Body armor in the game, his name was known, he was hunted for his gear or feared and you stayed away from them. Regardless though I feel like that could directly translate into Crowfall, everyone is in the stone ages with the common/basic gear tools, and then finally someone progresses into using decent green gear, then blue/purp etc. At this point I'm assuming when I'm getting cleaved down by the masses it's usually purple/legendary gear slapping me around. I'm not saying that's a problem for everyone, just that it fits that more traditional mold I'm talking about. With the full resets, people can feel like they have more of an even footing with these larger more veteran guilds, learn from the season, get better, and then come back next season stronger with a new strategy or group to try it out.
You spoke about how it took two springs worth of gathering to get the resources needed to make your gear, it does seem though at the current rate you can get a couple blues and usually one purple off a r10 node, pretty consistently. At this rate the limiting factor doesn't seem like gathering, but more so the skill of actually crafting the items. I'm saying over the course of a campaign give the players enough points to work with these materials, have one campaign where someone decides to go Command and help everyone, have your specific gathers and your crafters. That way you can play different roles each campaign. This rant is becoming kind of long and unruly, but it's just my thought process on it at this point. Appreciate the comments back though.