Algorab wrote:
I'm less advocating, and more stating my opinion that if people are regularly abandoning RP for the sake of a time sink, the back end drop of the reward curve on the time sink is probably too shallow, regardless what the time sink provides, because it means the in-game RP negatives are outweighed by whatever that reward is.
I don't know if I understand exactly what you're saying, but often there is little RP to be found even with other players online, and often there is little to no reward in pursuing that RP. Plus, RP is necessarily time- and attention-intensive. It's not a stretch to assume that fully half of a player's online time may be spent distracted, doing other things while they play. When you're playing half-AFK, it's anywhere from rude to irresponsible to dangerous to spend your time roleplaying, or PK'ing, or engaging in dangerous PvE environments. I don't think people are regularly 'abandoning RP for the sake of a time sink', but engaging in the time sink when the RP/PK/multiplayerPvE is not available OR when their own time/attention commitment doesn't allow for that higher end activity. And typically the time sink activity is used to supplement that higher end activity (re-equipping, re-enchanting, restocking consumables, practicing skills/spells, etc).
Algorab wrote:
In terms of "online solo" it sounds like a time sink that helps everyone collectively somehow while also providing a lower level personal benefit to the person would be something to contemplate.
I worry sometimes that our focus on specifics makes us miss the larger picture, it's just infinitely more useful to say "We need more time sinks that feel rewarding." instead of focusing on the minutia of a enchanting change. Enchanting doesn't actually seem to be a problem really, people just miss having a clear place to spend their time.
That's probably a fair assessment. Consider that understanding the reaction to the minutia of a enchanting change can be helpful in deciphering which time sinks 'feel rewarding'.