I was going to post this as a response in the alpha discussion, but it grew a bit larger and more generalized than I anticipated. This seems more appropriate.
After a few days of playing and trying to consider the developers plans. I am also leaning into making solo play less restrictive. IIRC, the developers have said that they are designing their game to reduce the level gap between players. They have a few mechanics that appear to be running contrary to their stated goals.
Players are forced into cities in order to harvest materials. So I thought this wasn't a problem. But it actually destroys the solo harvester/crafting profession entirely. As you are forced into playing with other players. I feel that the length of time it takes one person to harvest and craft enough materials to be useful should be a severe enough restriction alone. If you are playing with a group, you are going to get things done far more quickly anyways. I do recognize that I don't know enough about the city mechanics to get into too much detail. But from limited experience trying to build my house, it might take me several days to finish building it. Hell, it might take a week, as there is only so much stone around and I've only finished half of my initial foundation. That's not even considering the work benches that I will need and things like gathering and refining. I don't mind it being time consuming and difficult. But it being impossible, not even being able to harvest. Well, that doesn't even make sense. Perhaps adding randomized harvesting nodes (Not just stone), in non-city areas would help solo crafters. Maybe adding MORE nodes in areas where it makes sense. Another idea is actually adding a location for said node. So outside of all of the random harvesting nodes in the world, the city node is actually a consolidated location nearby the city. IE, a mine, quarry, farm. It could include more nodes, in a much smaller area. That would make it clearly and visibly different from the 'free' nodes out in the world. And solo players could stick to their 'free nodes', that sometimes repawn as higher-tier nodes. The travelling crafter should be a viable option for solo players. I think a plan like this could potentially help both parties involved. Joining a free city and choosing not to play with them is an option that I recognize. However, I'd like to stop you there. I feel that the high tier cities with strong nodes will ultimately be cannibalized by strong guilds who will not allow their resources to be freely consumed by certain players.
The other mechanics that I'd like to mention is the new legends mechanic. I like having 'boss' or 'world' mobs out in the wild. I have to make that a point. However, I don't like the idea that developers are actively gating or locking character progression behind killing these mobs. The issue that is making this mechanic sloppy, is the knowledge system. Since killing creatures gives you knowledge points, and knowledge points are turned into talent points, this is where the problem lies. So again, it feels like that original goal of reducing the power gap between casual and hardcore players is being pushed further and further away. What this does, is it again forces solo players into groups, or guilds, in order to progress. In order for the knowledge system to stay consistent over the entire game, we have to make a concession here. Which is accepting that knowledge points will be earned by killing these mobs. We also understand that there may be some abilities that will be unlocked from these mobs as well. What I don't want to see are these mobs locking even more knowledge points behind gated content, with the tales mechanic. This hurts the solo player and it gates finishing your build behind higher level content. I get that some of this will have to be accepted, but I think the tales/lore, while regional, should be dropped by any mob in said region. Which would reduce the amount of knowledge points being locked behind high level content. The reward for group players is already strong. Which includes time to kill, resources from loot, knowledge points from kills, and unlocking abilities attached to the mob. Punishing solo players further should be avoided if possible. And I think this mechanic and the systems around it need to be further considered in the future.
I feel like, in the end, every casual solo player needs to be able to finish their character progression, build a home for themselves, and craft all items in the game. There is punishment alone that as a solo player, it will take a long time to get any of that done. It's punishment enough that the difficulty is quite high already for a solo player. Gating these players from even finishing their progression as a player is scary to me. Simply because the type of player this sort of game attracts is going to be quite disappointed that they can't even dream of competing. Even if it takes them much longer to get there, they should still be able to get there. And again, before I get hatred for this, I will likely be joining a guild and/or a city when this game releases to a state that won't be wiped in the future. But I do like to look out for the little guy, and the more little guys we can have in this game, the more the world is filled out and the more the cities are actually important. What I don't want for Fractured, is an empty world, with empty plots, and no economy. It's going to be a hard job, but developers must walk that tight rope in order to convince all types of players that this is the game for them. Easy to play, hard to master. Not hard to play, hard to master.
To reiterate, this isn't me complaining. It's me pointing out what I think 'could' be flaws in the system. This is an alpha, and I think this is the perfect place for this kind of feedback. If you agree fully, partially, or not at all, that's fine. But this isn't meant for you guys. It's meant for the developers. My hope is that they can continue to carry this balanced mindset throughout their entire game if possible.