The idiocy of the R&D school "fix" in one table
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First, a basic fact about MMO design: the "reward schedule" -- the timeline of when advancing characters acquire new toys -- is one of the most critical factors in a game's addictiveness and its players' perception of fun. You want to spread out your rewards so that a new one is always perceived to be right around the corner. Generally, you want there to be a steady stream of new stuff early on, slowing to a trickle later on as the player becomes comfortable with the system and willing to sink more time and thought into it.So, let's look at the reward schedule for R&D, now that you can't queue a single discipline's research projects in multiple slots to advance it more quickly: