Good to see that they've finally figured out some of the basics of game design?
I'm actually disappointed to see so much attention to enmity control as a mechanic-- really disappointed. Crowd control, ok. Those could be good changes. Enmity? All that's going to do is regulate the pace of action. I expect it will be about as fun as seeing how fast you're driving on those speed limit trackers. At this point any new mechanic no matter how simple is bound to improve the skillfulness of the game, but I was hoping they'd draw more attention to player:mob:environment interactions. THAT'S the cornerstone of good combat, and the simplest of player:mob interactions isn't going to do a whole lot for the depth of the game.
Overall, I'm fairly pleased with what I'm seeing (they've even included a number of my suggestions, though slightly bastardized it seems), but I just don't know if these changes will be enough to offset the horrid lack of skill in the gameplay. I guess a lot of it will come down to what they actually DO with the algorithms. In any case...
End of summer? Ha.
Yeah, no. I imagine they'll unveil a couple of these features at the end of summer, and the rest will trickle in over the months. As nice as it would be to think that "they've been working on it all this time," and it's probably near completion, I just don't expect that much from SE.
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...
Never confuse your inference as the listener for an implication of the speaker.
Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.