TLDR:
i really love this game and its ideology/philosophy! but there is too much early game friction between what you want to do and what you have to do, and it's going to quickly dwindle your playerbase down to a hardcore crafting/survival audience, and that won't be enough to sustain an mmo fundamentally designed to need a massive playerbase in order to feel like the game you're invisioning.
THE LONG VERSION
probably sounds like i'm coming at this in a really concieted, "my way or the highway" type of mentality, but as a game developer myself, i know that it's a literal miracle this game exists at all and i really want to see it succeed. i also want to say before i deep dive that i love grindy games. i grew up playing runescape, and some of my favorite games of all time are survival horror or survival crafting titles. so i'm not necessarily speaking for myself, but speaking for the average mmo player who will probably find these things way more frustrating than i did.
with that being said, the amount of things you have to do, in order to do 1 thing in this game, is going to kill people's interest so fast lol.
my example is that the first thing i wanted to do was level slayer. i know combat isn't your main focus, but this applies to every skill basically, you'll see. ANYWAY, i went off to kill an enemy, died immediately. totally fine. my bad, i should probably make better weapons/armor before fighting a jakyl (although not having an enemy in the game that you can kill with your base equipment is another convo lol).
so i switch to smithing! mine the ore, smelt the-...oh i need wood ok makes sense. chop the trees,....turn the trees into logs...ok now i have my bars. made some armor, went to make a sword and....
i need leather and rope and bars and MORE wood. ok cool. you see where i'm going with this. i went down a rabbit hole of having to create sooooo many different things just to make my sword. i was fine with all of it because i like crafting games, but you finally lost me when i needed to craft the bucket and fill the buckets with water. this was finally the point where it felt like my time was being wasted.
essentially to actually smith a sword, i needed to mine, carry the cargo, smith, hunt, carry the cargo, chop, carry the cargo, craft, tan leather, some other steps i'm forgetting because it was insanely long, and then finally you craft the sword.
(and then the sword isn't held or displayed until you're in combat pls for the love of god display my hard work on my body lol)
my point is that your mechanics are ridiculously entagled right at level 1 and it's just too much information too quickly. your longtime fans aren't going to agree with me because they're used to it and love the game no matter what, but new players are going to be discouraged so quickly, and you NEED those new players to stick around. the first 2 hours of the game should not feel like work, no matter what direction i want to take. but whatever skill i was interested in was held back by 5 other skills/materials.
most games don't do this until you're at least in your 20s or 30s level wise, so you can focus solely on the thing you're interested in. THEN the grind starts.
it just feels like the game is fighting against its own identity. i know SOME of this would be mitigated with a big trading hub, but still, new players are going to want to do a few things on their own in the beginning, and having to jump through so many hoops just to craft basic stuff is too much. this isn't even including the long wait times and the stamina drain.
like i said, i'm a gamedev, so i know what i'm asking is not an easy or a quick fix lol. i just think it's incredibly necessary to keep the "massive" in massive multiplayer online. you will need that casual audience to make this feel like a lived in world.
anyway i really do love the game, this is basically my only complaint outside of performance stuff which is expected early on.
❤️ ❤️ ❤️