theDrifter wrote:
SK_Phantom wrote:
Why does a game of this size have item amount restrictions in the first place?
Since the best items in the game simply "appear," if there was no limit the game would quickly be flooded with the best gear. The other way to manage an economy is to require time to be invested into resource gathering and crafting, so that a top level item represents hours and hours of player investment.
The other way? End game content already requires huge time sinks.
Getting to the boss of an area, alone, is an hour even with a walk-through, and that's assuming your group holds together. If you wipe, you lose everything. If it is a new area or you don't have a guide, it's going to take even longer. Most of the areas are built with puzzles and mazes that are very challenging and difficult to take on.
Going through all that risk only to find that because one other person did so and has logged in once or twice in the past month, so you get no reward, is frustrating and not fun.
Subject: Berr, Ardent Defender of Taslamar - JusticiarEdoras wrote:
The time constraints that Berr was going to start putting on me now that the PK aspect started picking up was basically going to mean that I was going to go inactive, or I was going to do a lousy job, and I'm really not interested in either. I was already less than enthused at the sheer amount of time required to go through the end-game PvE content, and after finishing the iron citadel with all the changes, I think this is a good time me to bow out.
So long and thanks for all the fish!
A top level item already represents hours of investment to get, hours to enchant, and hours to keep. Hours that have to come from more than one person in most cases. What more do you really think is appropriate, particularly considering we're losing players because people already think that's too much?