So I've been irregularly following the dev process. With the recent changes to crafting and talents I realize I've missed a lot and now I'm puzzled.
I get the core gameplay loop, but what are you doing once you have "the basics" down?
Previously I had thought special crafting recipes and ingredients were going to be available to different guilds based on campaign involvement, which would create divergence over time and make comps and characters different as guilds and players would chase different rewards and would end up therefore in different places. Maybe one guild would have super powerful frostweaver discs, but another might have the best fire axe recipe in game.
With the new "recipe on discipline" scheme, I realize that's obviously no longer likely, which leaves the question in my head of what is.
In general I liken a lot of the meta elements of CF to EvE in certain respects. But EvE's permanent territory system obviously doesn't apply here (which is good and bad), but the depth of the economic model is the loss that, if true, seems unfortunate in a game that involves "restarting" from scratch periodically from a map progress persective.
So what is the incentive or goal in joining the next campaign, exactly? What are you getting as a guild when you choose to drop into campaign A vs B? Does a guild who wins 9 "B" worlds have less flexibility but a super specialized... Something?