@ErdTod @Sevenless
I'm not saying remove progression. but just player progression.
On day one you would scrabble to make clothing and gild them. that would be the start of progression.
As you start to Q grind you would need to tailor new clothing for cook, farmer, Miner, hunter and so on.
Food would also help in the increase of stats.
Q management to have higher stats from food buffs and make higher gear. It would be sorta like spiraling but for everything.
The idea is to remove early player progression. leaving progression to be other content of the game (dungeons) or trying to push rings Q up or other Q.
It definitely would not solve the player to faction gap but slow it down and allow anyone to enter into pvp without risk (other then risking your gear)
In pvp you vs factions you would have to manage your armor gear vs your gilded gear.
Those who have tons of Gilds might end up being very powerful with opening or quicker attack, but also have lower armor and take more damage then a full tanked up player. I feel that adds other element to pvp.
It's possible jordans suggestion and others to remove UA/MC as a stat to progress might be nice, but I do think the progression of those thats need to be somewhere (ie gear).
as for late game progression and progression in general. the focus would still be trying to get animal Q up and other items Q up.
and not how much food you can eat in a single day.
I mean you will still end up with food like this at some point ...

the player progression I still think should be a thing. just ALOT slower and more locked to end game
Dungeons, Lilypads, and w/e other things that would pernemntly upgrade you character.
instead of logging on each day and just pumping a few stats. you would have to fight over progression
