From what I’ve seen everyone on the team is optimistic and excited to get these changes in the hands of the players. Nobody is feeling bad. All I feel is amazed that such an unorthodox and unexpected set of changes has resulted in a game that is so much more fun than it was.
We should feel lucky this team is willing to take risks and experiment with their designs instead of being limited by execs that care more about delivery dates and sticking to existing and known and safe mechanics. I think A21 will blow everyone away. It’s definitely a risk though and could result in failure but that will make the success that much more sweet.
I hope you realize that was a joke quote from Futurama, I didn't mean it literally.
But also, that response is a "you" problem. It doesn't matter whether the team is willing to take risks and experiment, if the end result is
a product that is just as bad as a team that is driven by delivery dates and known mechanics.
An analogy. Let's say developer A works 60 hours per week because they're "crunching" trying to get a game done before its pre-determined ship date. Developer B works 60 hours per week because it's part of the culture to make a game that is as good as possible, regardless of ship dates.
Which developer has a better work environment?
Neither. Both are working 60 hours per week, and that's a problem, no matter why they're being told to do it. If a company expects them to work these hours, they should quit.
So it is with game mechanics. Players don't (and shouldn't) care whether a team is willing to take risks and experiment. They care about whether they get a game that is fun to play.
This change doesn't seem fun to me. Let me ask: What problem is this solving? How is the current game mechanic "broken" in a way that needs to be "fixed?"
Furthermore - if this really is a better game mechanic, then why not use it for
everything? Why not get rid of XP and skill points altogether, and make "learning by looting" the
only way to progress in
anything?
EDIT: I can think of one way in which the current system is broken. Once you spec into a certain skill tree, and can craft higher quality items, you can no longer craft
lower quality items (because e.g. you don't have enough resources). I guess this system
kind of solves that issue - you can choose to not read the magazines, and just store them up until after you crafted the lower quality item.
But that's a hell of a big change to solve that issue, especially when it could be solved much easier by just putting a quality selector in the crafting window, needing only a couple UI tweaks and probably a few minor C# changes.