100794-character-progression-is-needlessly-complex

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I recently convinced one of my friends to join me in Nexus so that we could level together. While I have been playing MMOs on and off since the beginning, my buddy is essentially new to the genre, though he is quite the gamer in his way. The first thing that struck me, looking through his eyes at this game and the MMO as a whole, is that character progression is kind of a mess. This leads to problems not only with the player base, but for the developers as well. 
 
Before I continue to support that argument, I’ll say that I have enjoyed the game so far, I’m not planning to unsub or boycott in some childish way. This opinion is purely to provide some additional perspective and is intended as constructive criticism. I will also say this is not a “x game does it like this and it works so Wildstar should do it like x” argument. Every MMO that I can recall had this problem. The problem funds a cottage industry of info websites aimed at players with questions.
 
 
Is the ambiguity intentional? 
 
Is it intended for the player to be left in the dark about what the best progression choices are? If so, this causes quite a bit of lost time in needless meta-gaming and research. I’d like to think that this ambiguity is a side effect of the attempt to provide a multitude of choices. While that is a noble goal, as it stands the majority of these choices lead to sub optimal builds. The question that is particularly pertinent here is: do the developers know the optimal builds for each class?
 
 
What is optimal and why don’t we know?
 
There are two interpretations here. The first is straightforward. As makers of the system, the developers know the optimal builds, they simply aren’t forthcoming with the information. Why would that be? A fear of a uniform player base? A fear that if known, much of the class abilities would be seen as useless? Backlash from the top players?
 
The second interpretation is that the developers do not actually know the optimal builds, and they are lost in their own house. Not a particularly flattering position, but not unlikely either given the amount of variables in play. In this scenario the developers would most likely be afraid to disseminate information that they are not completely sure of themselves, leading to uncertainty. Then the question becomes; why build such a complex system in the first place?
 
Regardless of the reason, its left up to the players to figure out. So every class has a thread or two like this one on the warrior forum.
 
Massive amounts of theory-crafting, spreadsheets, calculations, and ambiguity. Now to keep things in perspective, all of this wouldn’t really be an issue if one could simply mosey along through the game selecting stats and rotations willy nilly and have it sort of work. Maybe it does if you play alone, almost everything is solo-able up to 50. I suspect that’s a minority. The performance differential between ad hoc character progression and researched builds is huge, and the others in your party will have no qualms about telling you how you are holding them back. Many aspects of the game, like the medal system, the rankings, even the way combat is designed around telegraphs, reward  skill based play. So why is there such emphasis on theory crafting? Shouldn’t a great player be about how he plays, not about how much research he did to get the perfect build? 	
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Usually people complain WS's character progression is too simple.
 
Theory crafting and spreadsheets are part of the reason I play MMORPG's. Proper planning, research, and preparation are key to MMO's IMO.	
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			I think it's a bit like D3: the devs intend for a wide variety of builds to be close together in performance (i.e. viable), but sometimes they screw it up and one build is way better than others.  This is especially likely to happen in the very early days of the game.	
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			Any time you give players a choice, players will start weighing and graphing and debating which choice is better.	
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I think it's a bit like D3: the devs intend for a wide variety of builds to be close together in performance (i.e. viable), but sometimes they screw it up and one build is way better than others.  This is especially likely to happen in the very early days of the game.
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I don't think the system is overly complex, it's just the players are starting from ground zero in researching stat weights and itemization, what's good and what sucks, etc.  These things take time to figure out.  Compare this system to the overly simple system at WoW release, especially mana-based classes:
 
-- Intellect gave more mana and I believe crit rate.  That's it.  No increase in spell damage and there wasn't even a separate spell damage/healing stat at the time.  After you got rank 6 fireball or whatever it was in vanilla, that was the highest damage spell you were going to have.  Better gear only gave you a very slight improvement in dps from the minor increase in crit rate.
 
-- Spirit was only a passive mana regen after 5 seconds.  There was no active mana regen.  So you had the healing rotations where only half the healers were healing at a given time: rotation 1 heals while rotation 2 stands around picking dandelions waiting for rotation 1 to run out of mana, then they would switch.
 
It took them a couple months to add the spell damage/healing stat to Molten Core gear, so that people could actually improve their characters.  Wildstar's system is superior to that system, but it's obviously not perfect with the domination of AP over everything else and stats like crit severity and strikethrough being marginalized.  This sort of thing will get ironed out.  Whether it becomes more transparent or not is another issue, but that complexity is necessary unless you want a system where
 
1.  Everybody hits 100% of the time (I would not mind this, actually)
 
2.  Everybody has a crit rate of 0% with obviously no skills dependent on crits to activate.  Just flat damage all the time.  That sounds kinda boring.
 
3.  Mobs/players have no disparity in armor, so armor pierce means nothing.  Guys in heavy armor take as much physical damage as a player in cloth.  That's very un-RPGish.	
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Whilst I will 100% agree that you're always going to have imbalances in the AMPs and Abilities in regards to which is better, and it will take the game a long time to balance them all out sufficiently so you can actually choose between them without choosing between "more" or "less", I disagree that the AP problem wasn't foreseeable.
You would have had to be a dimwit not to be able to get just about any dps class, equip him with some end-game gear of an average level, calculate out some simple stat weights, and realize AP trumped everything, all the time, by a lot.
 
It would have taken a single dev/tester about half an hour of time to realize this, and try to work on changes to it PRIOR to release. You could even have one dev chalk up some formula changes and test them out all within a single day of work.
Similarly, you would've had to have been a complete airhead to allocate stats to runes and think "15 AP" on one rune, and "15 primary stat" on another were even remotely equivalent.
 
 
It's pretty clear that they never bothered to do this, or at least, completely ran out of time. Then, after release, they had too many issues trying to clean up the bugs to think about rebalancing these.
Let alone, the entire design of the classes seems to be inherently broken. Some classes scale much much better than others, which is going to cause massive issues later on. Why does one class have 3k AP and do the same damage as another with 2k? Why do weapons for different classes have largely different values? Sure you can "balance them" (bandaid balance) at one point in time, but then the second you add more item levels and let people get higher stats, it unbalances them again. Wow has had that same problem for years, and it's 100% to do with classes scaling at different rates. It's a poor design, and you could have avoided it entirely by designing the classes on the same basic mechanics so things worked the same between them. You even had the benefit of plenty of planning time, and full control of every stat and how it worked. It would have been so much easier for the devs if they had just designed it properly to start with. *shrug*
 
 
Of course the end result is people cleared the raids (that "should not be able to be done within the first few months") in a few weeks flat. They figured out the overpowered AMPs, the overpowered abilities, they abused the bugged crafting, the easy gearing pathways, and raided much earlier than was expected, to a much higher level than what was expected they would be able to do.
 
This is, of course, very hard to plan for. It's very hard to iron out all the little bugs and overpowered things that make the game more trivial than it should be, but they should at least have erred on the side of More difficult than intended, rather than less. I was expecting WS raids to be like C'Thun (but perhaps actually doable). Instead they gated it behind an attunement, but gave us Dragon Soul.
You'll always be yelled at by the playerbase if you nerf content and make it easier to do for people later on.
But you'll be yelled at a heck of a lot more if you make it harder and give the people who breezed through it first a free ride.
Wildstar seems to have gone for the second model, on a whole heap of things, and it's a very very bad move for their PR.	
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I don't think the system is overly complex, it's just the players are starting from ground zero in researching stat weights and itemization, what's good and what sucks, etc.  These things take time to figure out. 
 
...
 
Wildstar's system is superior to that system, but it's obviously not perfect with the domination of AP over everything else and stats like crit severity and strikethrough being marginalized.  This sort of thing will get ironed out.  Whether it becomes more transparent or not is another issue, but that complexity is necessary unless you want a system where
 
1.  Everybody hits 100% of the time (I would not mind this, actually)
 
2.  Everybody has a crit rate of 0% with obviously no skills dependent on crits to activate.  Just flat damage all the time.  That sounds kinda boring.
 
3.  Mobs/players have no disparity in armor, so armor pierce means nothing.  Guys in heavy armor take as much physical damage as a player in cloth.  That's very un-RPGish.
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			I guess I don't see how testing, observing, researching, learning and preparation are the antithesis of skill. If this was an FPS, sure I guess those don't factor, but in my experience, when it comes to RPG's of any nature,willingness to learn and understanding of a game's structure is a part of player skill, not just twitch reflexes.	
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Ever play Magic (the card game)? Each new addition of cards that is released also adds new possibilities of card combinations the developers did not intend for due to player creativity. There is then a response to "nerf" the unexpected if it creates an imbalance or further incorporate the tactic with additional cards that compliment the strategy.
 
Why do I bring this up? I feel this applies to the MMO genre as well. There as so many build possibilities I cannot conceive the Devs being able to foretell what players may or may not do. With each new patch or drop, stats get tuned or nerfed, new abilities are introduced and removed thus opening even more possibilities. I'm not even throwing in play style and strategy into the equation here but that has an affect as well.
 
Long story short, this is why theorycrafting is important to this genre. It's an online world that is not static, being creative with your builds is what gives you an edge over the FOTM. Once a new build is established then the followers copy and the innovators move on.
 
To finally answer your question(s), there should be tons of ambiguity on what's optimal. If not everyone would be running around as a carbon copy of each other using the same builds and tactics. Blah that's bland. It's for some people because they may feel skill should be the only factor that determines "rank" but for me personally, I like the combination of all of these factors and the reason why I stick to MMOs even if it seems complex.	
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Dunno about all you but I play MMOs to have fun.
 
Such a strange and weird concept!
 
/flame suit on	
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Dunno about all you but I play MMOs to have fun.
 
Such a strange and weird concept!
 
/flame suit on
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Ever play Magic (the card game)? Each new addition of cards that is released also adds new possibilities of card combinations the developers did not intend for due to player creativity. There is then a response to "nerf" the unexpected if it creates an imbalance or further incorporate the tactic with additional cards that compliment the strategy.
 
Why do I bring this up? I feel this applies to the MMO genre as well. There as so many build possibilities I cannot conceive the Devs being able to foretell what players may or may not do. With each new patch or drop, stats get tuned or nerfed, new abilities are introduced and removed thus opening even more possibilities. I'm not even throwing in play style and strategy into the equation here but that has an affect as well.
 
Long story short, this is why theorycrafting is important to this genre.
 
...
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But spreadsheets are fun =<
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Why? Because ambiguity is bad. Because in order to have a feeling of control, players need to fit the entire game into their heads and think it through five turns from now. 
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My nephew plays Hearthstone, He uses a priest, and when he gets his cards up to like 30 attack and 30 life, i hate him. he is undefeated in rank play. It's stupid.
 
I dunno someone mention cards.
 
Maybe the devs made a system beyond control and it will take over and attack them .. or something	
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			Wait wait wait...  they're trying to MAKE me do math? Pfft, if I can't get what I need from a simple pop up, I'm out. Seriously, spreadsheets and theorycrafting are the complete antithesis of "fun". I just want to shoot things, and to know how to shoot things better. If that can't be done in a clear and concise manner, then someone dropped the ball.	
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Wait wait wait...  they're trying to MAKE me do math? Pfft, if I can't get what I need from a simple pop up, I'm out. Seriously, spreadsheets and theorycrafting are the complete antithesis of "fun". I just want to shoot things, and to know how to shoot things better. If that can't be done in a clear and concise manner, then someone dropped the ball.
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You guys should play the Warhammer Fantasy board-games. To give you a hint:
 
1. We start by deciding how many points we can spend on our armies, then choose what units to pick. Bigger units are stronger and take more damage, but cost more points. Do you want to go with 20 skaven or 1 giant? What about 10 skaven and 10 lizardmen? 5 skaven, 5 lizards and a dragon? You get the idea.
 
2. There's no grid or anything. In fact, you can play it on the kitchen table if you wanted to. Every unit moves a certain distance (centimeters, inches, whatever.)
 
3. Want to attack? Bring out the dice. First you roll a dice to see if you hit, and the enemy roll a dice to see if you miss. The highest number wins. If you did hit, roll a dice each to see if you penetrated the armor. If so, roll yet another dice to see how much damage you did. That's one attack. For one unit. And you have 50+. Each.
 
Want to talk complicated? :P Wildstar isn't complicated at all. The word you are looking for is "overwhelming". That's an entirely different thing. If you swing a sword, you eithr hit or miss. If you shoot, you hit or miss. If you increase Strength, you get the results immediately. Heck, when you pick up an item, you not only see immediately what stats will be changed, but also what those stats do. For instance, if an item increases Finesse, it says you will increase Assault Power. (I hope... I always get these mixed up when not in the game.), how much you had before and how much you will get i you equip the item. You never have to worry about anything.
 
The action set builder and AMP-system can easily be overwhelming, yes. I was there too. But once you get into it, you'll notice how stupidly simple it really is. All you need to think about are the list of actual skills, and which ones you want to use. Don't worry, you can equip and unequip them as much as you want outside combat. Regret putting so many points into a useless skill? Remove those points and redistribute them - for free, of course. Same goes with AMPs, though that stuff cost money. Not much at first, but it does get a bit expensive.
 
But so what? That's why we have the action set builder. Once you level up a bit, you will unlock more action sets. That way you can equip whatever skills you think you need and improve them, then simply click the arrow next to "Action Set 1" to change to the next action set. Then you can freely set up a new action set as you please. You can have one for solo, one for groups, one for playing the tank and so on. Plus, each have their own AMP-distribution. You can go full Assult on the AMP on one action set, and full Support on another if you want.
 
All in all, Wildstar really isn't complicated. It can get overwhelming at first, but take it one step at a time, and you'll be fine. :)	
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What is optimal and why don’t we know?
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As it happens I did play Magic, around the time Revised edition came out. I'm glad you mention it, because its a perfect example of why overly complex rules and ambiguous mechanics are bad. Few and far between were the games that didn't involve busting out that horrid rule booklet to make a point about what part of the turn an interrupt could be cast vs. a sorcery, or when one could tap something for a special ability. Most of the pickup games I played dispensed with the cumbersome turn phases entirely in favor of playing at a reasonable speed. Look no further than Hearthstone if you want to see all those problems fixed. Blizzard certainly didn't expand on the concept, they chopped the rules of the game down to minuscule size. Why? Because ambiguity is bad. Because in order to have a feeling of control, players need to fit the entire game into their heads and think it through five turns from now. 
 
In MMOs, players invest a serious amount of time into their character. The developers designed the progression paths, so why is it that if you want to tank with the warrior you have to take so many AMPs from the Assault branch in order to be effective, for example? Didn't they design the Tech branch to make better tanks? How could it possibly be that AMP abilities like Bolstering Strike are not clearly better than Relentless Strikes, the very first warrior skill?
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You mean that ambiguity is bad for you, that you need to think through five turns...right?
RPGs are chaotic by their very nature, and this is especially true when you have people in them (You dont know what chaos is if you have never played a table top RPG.)
If you need order in your games then go find an established strategy game and like minded people.
 
I am so fricken tired of people trying to turn Football into Soccer.
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You guys should play the Warhammer Fantasy board-games. To give you a hint:
 
1. We start by deciding how many points we can spend on our armies, then choose what units to pick. Bigger units are stronger and take more damage, but cost more points. Do you want to go with 20 skaven or 1 giant? What about 10 skaven and 10 lizardmen? 5 skaven, 5 lizards and a dragon? You get the idea.
 
2. There's no grid or anything. In fact, you can play it on the kitchen table if you wanted to. Every unit moves a certain distance (centimeters, inches, whatever.)
 
3. Want to attack? Bring out the dice. First you roll a dice to see if you hit, and the enemy roll a dice to see if you miss. The highest number wins. If you did hit, roll a dice each to see if you penetrated the armor. If so, roll yet another dice to see how much damage you did. That's one attack. For one unit. And you have 50+. Each.
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I think another mistake Carbine made with Wildstar was their success in cultivating the "hardcore" players from other MMOs. Mostly because any kind of helpful criticism invariably draws these players out of the woodwork to make personal attacks.
 
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 Here is the first problem. 
 
 You expect that a game as soon as you load in to be giving you the "optimal".... games are a learning experience always have been, always will be. As you play and more experienced with them you learn what works and what doesn't.
 
If you expect to be lead around by the tooth, I suggest you quit playing video games. 
 
You should be loading in to the game, saying hey let me experience this...learn how to do this....Okay I got that down, how can I get better.... 
If your first thought is.... okay game designer tell me what to do and how to make it the best.... then like I said.. quit playing games. 
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I think another mistake Carbine made with Wildstar was their success in cultivating the "hardcore" players from other MMOs. Mostly because any kind of helpful criticism invariably draws these players out of the woodwork to make personal attacks.
 
 
Sorry did you have a point? The elitism is so thick I can't see it. What you seem to be saying is that you would rather play American football than dodgeball because the rules are more difficult to understand. This makes you feel good because you had to invest time to gain that understanding. My question is whether this is intended by the developers or not. I think many are missing the fact that there is an actual game to be played here, separate from  min/maxing. That game is fun, and would be fun without much of the oddly complex character building. As RustyP has said, the developers have control of all the variables. This is a designed system. Simplifying the system would not only aid player understanding, it would go a long way toward balancing the classes, something most on these boards have interest in. 
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			Crafting a build that works for me is a big part of the fun I have, I do look at the guides when I start a new role/char to make sure I'm not missing something key, but it's mostly playing and testing out for myself. I probably wouldn't play MMOs at all if I couldn't research and build good gear sets and ability builds.	
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Again you fail to see the issue is you. Everything you need is there IN GAME. 
 
You want to the DEV's to tell you... "Hey if you use skill A... make sure you take amp B" ... if you can't figure that out by reading the information presented IN GAME... you need to just stop playing video games.
 
There is nothing complex or convoluted about the regular game.... runes may be a little more complex but once you start learning what is going on... it is still easy.
 
You don't need to do research to play this game... YOU as an individual are complaining that the DEV's aren't telling YOU how to develop your character the best.   
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I thought it was rather clear that I and questioning the complexity of the character progression in the game. Keeping it all as is and having a developer just say "this is the best way" is kind of strange. If they know the most effective builds, why not just design the game so that they are obvious? I really don't see a good reason to hide this kind of info. In the end there are only 4 roles to play, no matter what class you choose. 
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I thought it was rather clear that I and questioning the complexity of the character progression in the game. Keeping it all as is and having a developer just say "this is the best way" is kind of strange. If they know the most effective builds, why not just design the game so that they are obvious? I really don't see a good reason to hide this kind of info. In the end there are only 4 roles to play, no matter what class you choose. 
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As it happens I did play Magic, around the time Revised edition came out. I'm glad you mention it, because its a perfect example of why overly complex rules and ambiguous mechanics are bad. Few and far between were the games that didn't involve busting out that horrid rule booklet to make a point about what part of the turn an interrupt could be cast vs. a sorcery, or when one could tap something for a special ability. Most of the pickup games I played dispensed with the cumbersome turn phases entirely in favor of playing at a reasonable speed. Look no further than Hearthstone if you want to see all those problems fixed. Blizzard certainly didn't expand on the concept, they chopped the rules of the game down to minuscule size. Why? Because ambiguity is bad. Because in order to have a feeling of control, players need to fit the entire game into their heads and think it through five turns from now. 
 
In MMOs, players invest a serious amount of time into their character. The developers designed the progression paths, so why is it that if you want to tank with the warrior you have to take so many AMPs from the Assault branch in order to be effective, for example? Didn't they design the Tech branch to make better tanks? How could it possibly be that AMP abilities like Bolstering Strike are not clearly better than Relentless Strikes, the very first warrior skill?
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Ambigious, yes. Most MMOs don't outright tell you what each stat caps at or when diminishing returns(unless part of a nerf) kick in. Those little bits of info are discovered by numbercrunchers and other inclined people. That is part if what makes this genre so involved and time consuming.
 
 
Let me know when I can pick my stat points in a MMO, then I'll consider that as possibly complex.	
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Ambigious, yes. Most MMOs don't outright tell you what each stat caps at or when diminishing returns(unless part of a nerf) kick in. Those little bits of info are discovered by numbercrunchers and other inclined people. That is part if what makes this genre so involved and time consuming.
 
 
Let me know when I can pick my stat points in a MMO, then I'll consider that as possibly complex.
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I think the problem is that you are seeing the system as it is and not as it would be, according to the devs. What I mean is the INTENT is for a player to have choices; to wit there is not a single optimal build, but rather a range of optimal builds contingent upon the situation. Granted, this is a difficult thing to achieve and from what I have seen in the past, success is rare. None-the-less, I would prefer a 'flavor of the month' style approach over a 'single optimal build' approach. It keeps things interesting, and allows variations. Is it a perfect system? No, but personally I find it interesting. Yes it sucks when your class gets nerfed into the ground, but that is the life of an MMO with build choices. I would argue that this would exist even under the single optimal build model.
 
I am a big fan of theory crafting threads despite being casual scum so I don't mind doing the work. 
 
Having said that, I think there is definitely room for improvement. I think there should be more clarity on the paper doll about a given stat. Strikethrough is a great example; can I hit a veteran dungeon boss? How about a raid boss? How often will I miss?
 
But that information will come from, you guessed it, theory crafting threads :)
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What you seem to be saying is that you would rather play American football than dodgeball because the rules are more difficult to understand.
I would rather play American Football (or even Australian Football) than dodgeball because there are more variables in the game, which of course means there are more rules to learn. The more rules are just a fact of more variability, and something I am willing to put up with to get that more variability.
 
This makes you feel good because you had to invest time to gain that understanding.
Is this a bad thing?
 
My question is whether this is intended by the developers or not.
Again...W* is an RPG, not a Strategy game, and good RPGs by their very nature are complex and chaotic. Even AD&D the table top RPG which is now called D&D has been tweaking it's rules since it was released back in the late 70s.
 
I think many are missing the fact that there is an actual game to be played here, separate from  min/maxing.
Of course "some" players are missing the fact that you do not have to min/max to have fun, but their are "some" players that have fun with min/maxing, and then their are "some" of us who dont give a *cupcake* about min/maxing, and yet we still manage to have fun.
 
That game is fun, and would be fun without much of the oddly complex character building.
Again...to you. 
Others would not find the game near as fun, without the what you call "oddly" complex character building.
 
As RustyP has said, the developers have control of all the variables. This is a designed system.
So the *cupcake* what.
Chess is a designed system as well...do you think it just popped out with it's rules and pieces just out of the blue?
Hells, do you think the car you drive....you do drive a car right?...just popped into existence?
Pretty much every *cupcake*-ing thing you use in life is a designed system, and every bit of it had a creator/creators who had a something in mind when they created it, and every bit of it took trial and error.
 
Your just another Entitled User who's only thought it that something should work the way you think it should work...with no thought about the creators and what they wanted from their creation, nor the amount of work they put into their creation.
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As it happens I did play Magic, around the time Revised edition came out. I'm glad you mention it, because its a perfect example of why overly complex rules and ambiguous mechanics are bad. Few and far between were the games that didn't involve busting out that horrid rule booklet to make a point about what part of the turn an interrupt could be cast vs. a sorcery, or when one could tap something for a special ability. Most of the pickup games I played dispensed with the cumbersome turn phases entirely in favor of playing at a reasonable speed. Look no further than Hearthstone if you want to see all those problems fixed. Blizzard certainly didn't expand on the concept, they chopped the rules of the game down to minuscule size. Why? Because ambiguity is bad. Because in order to have a feeling of control, players need to fit the entire game into their heads and think it through five turns from now. 
 
In MMOs, players invest a serious amount of time into their character. The developers designed the progression paths, so why is it that if you want to tank with the warrior you have to take so many AMPs from the Assault branch in order to be effective, for example? Didn't they design the Tech branch to make better tanks? How could it possibly be that AMP abilities like Bolstering Strike are not clearly better than Relentless Strikes, the very first warrior skill?
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What you seem to be saying is that you would rather play American football than dodgeball because the rules are more difficult to understand.
I would rather play American Football (or even Australian Football) than dodgeball because there are more variables in the game, which of course means there are more rules to learn. The more rules are just a fact of more variability, and something I am willing to put up with to get that more variability.
 
This makes you feel good because you had to invest time to gain that understanding.
Is this a bad thing?
 
My question is whether this is intended by the developers or not.
Again...W* is an RPG, not a Strategy game, and good RPGs by their very nature are complex and chaotic. Even AD&D the table top RPG which is now called D&D has been tweaking it's rules since it was released back in the late 70s.
 
I think many are missing the fact that there is an actual game to be played here, separate from  min/maxing.
Of course "some" players are missing the fact that you do not have to min/max to have fun, but their are "some" players that have fun with min/maxing, and then their are "some" of us who dont give a *cupcake* about min/maxing, and yet we still manage to have fun.
 
That game is fun, and would be fun without much of the oddly complex character building.
Again...to you. 
Others would not find the game near as fun, without the what you call "oddly" complex character building.
 
As RustyP has said, the developers have control of all the variables. This is a designed system.
So the *cupcake* what.
Chess is a designed system as well...do you think it just popped out with it's rules and pieces just out of the blue?
Hells, do you think the car you drive....you do drive a car right?...just popped into existence?
Pretty much every *cupcake*-ing thing you use in life is a designed system, and every bit of it had a creator/creators who had a something in mind when they created it, and every bit of it took trial and error.
 
Your just another Entitled User who's only thought it that something should work the way you think it should work...with no thought about the creators and what they wanted from their creation, nor the amount of work they put into their creation.
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