Forum Discussion
@PandaTar wrote:
I was talking holistically, regarding the previous post, not only augment allotting. I understand how the mechanics work and I understanding, by my own means, how they could be improved by my own reasoning and I have pointed out in another thread days ago, which makes me unwilling to elaborate them here again.
And again, that's about personal reasoning, you may agree or not with it, even if one understands, you see.
Utterly bad-designed is very strong for a system I don't see any actual breaking bugs issues. 96% resistance may be overkill, but technically something they wanted.
Do you have the link or title of that thread?
I don't think something needs to be bugged to be implemented horribly. The profile switching system isn't bugged and that is (as it is now) horribly designed.
The inventory and crafting system (and or how they work together) is also an awful design. That is to say, that in both cases, there were more effective ways to implement them that would have both, fit the settings of the game, and done so without being so overly restrictive.
I understand this may not be a big deal to some. Nothing is of the same importance to every single other person for a variety of reasons (varying mindsets and or play styles for example) but the need to carry extra gear just to be able to adjust the actual gear you use, isn't logical.
If I want to take my shirt off, I don't need another shirt to put on before I can. It is a terrible design that handling what I'm wearing is easier now than it is 100+ years in the future, lol.