If we're talking about the health of the game you're better off looking at structure than you are in designing "better" or "more committed" players. What purpose do the timesinks serve in older content? The all-guns-blazing gang are long gone, and the barriers erected to slow them down are far more challenging to the people for whom they are new.
I don't think SoF - or an annual expansion cycle - will change this dynamic at all. Gear can help make it possible for smaller crews to progress, so the impact of cultural is real but indirect. The negative psychological impact of reducing it is much more significant at this point than the actual alterations in the gear.
I don't think SoF - or an annual expansion cycle - will change this dynamic at all. Gear can help make it possible for smaller crews to progress, so the impact of cultural is real but indirect. The negative psychological impact of reducing it is much more significant at this point than the actual alterations in the gear.
Comment