My least favorite part of this game is how mobs become completely irrelevant after its “knowledge points” are exhausted. Each time you exhaust a mob’s “knowledge” gains, you know it’s time to move on, and you’ll never come back to that mob again. That mob has no further value in the game to the player, even if you really enjoyed fighting it, even if you didn’t feel really feel done with it. That means each time you exhaust the knowledge of a creature, the game world shrinks by that amount, and soon you find yourself in a world where only your most hated mobs give you “knowledge.” It becomes very frustrating having to fight through mobs that don’t give you anything trying to get to those last few knowledge mobs. You’ve now forced me to play the game in a way that I don’t enjoy at that point, and the average player will probably leave a bad review.
My suggestion is to have mobs still give knowledge gains at 1/5 the normal rate or something along those lines. That way they don’t become completely meaningless. Alternatively, since I’m now presumably “knowledgeable” about a particular creature, its drop rates should double for gold or other important items. That way my “knowledge” of that creature serves some important function. Another alternative would be to have a secondary system where, after knowledge is exhausted, you begin earning something else – points or what have you.
A traditional “xp” mmo has the advantage here in that there’s a level playing field and no mob ever becomes completely irrelevant because it always gives you xp. Fractured needs to be able to ensure that none of its game world becomes irrelevant along the way. Let’s be honest, every MMORPG needs a grind; in fact, it needs a number of grinds. At this point, the grind in Fractured is not enjoyable because the longer you play, the less flexible it becomes.