only got a passing minute on this but fatigue systems aren't inherently good or bad it just depends if they are used as an excuse to push players up to a fremium account model. It's a tool and it's often misused so here's hoping that balance is reached
Fatigue is an inherent system to gate progression, nothing more. For most games, they use it to limit gameplay as a way to reduce costs by forcing people offline. For others, they use it as a way to push sales of premium currency to get you to buy more or to speed up progress.
Honestly, I like the idea of having a fatigue system in place. Keeps the economy in auction market stable.
Unless you guys want to end up like PW Rusty Hearts. That game died, unfortunately. :c
Fatigue systems do not keep a market stable. Take a look at games like Dungeon Fighter Online and Closers. Even in Closer's short 4 months or so, the economy has already become unstable and that game has one of the strictest fatigue systems out there. Both games suffer from the lack of a common gold sink. In Dungeon Fighter Online, there's literally nothing to spend your gold on. Even though you probably grind down most of your gear into materials, the gold you earn cannot even be used to buy potions. As for Closers, they have some gold sinks once per update for the new gear, but that's about it. The market is pretty much dead and trading goes through individual players rather than the market system because of how terrible the market system is.
Remember that Rusty Hearts also had a fatigue system. Maybe that is something that contributed to its early demise as well.