Potjeh wrote:Rewarding obscene time investment is also lame, the game should be accessible to people with actual jobs. It just keeps the game an autistic experience rather than a community thing, which is the whole point of an MMO. Also, realism arguments have no place in a balance discussion. And it's not really a hard cap if the cap itself is variable.
Realism has no role, but intuitive understanding makes that the game more accessible for new players is a good thing. I don't see how anything further could be discussed in regards to that. If you feel that making things more intuitive is somehow not conducive to the overall experience, then I must disagree.
If you feel that decreasing rewards that essentially hard-cap while still providing some flexibility are lame because they even provide that minimum of flexibility, then I am afraid that we have to disagree. My experience with games in both playing and administrative capacity, is that decreasing rewards, if they scale down far enough, suffice for the desired effect.
I simply do not see how "you can be 10% more effective if you play 400 more hours" will ruin the combat experience for more casual players, if casual players can simply get a second fighter to assist and overcome that -10% deficit. If you could explain that to me, I am all ears.