Originally Posted by DIH49
Whenever someone poses to me the elitist issue, I ask them to solve this problem:
Suppose that rank is meaningless. If this is true, then an unranked person should be able to gather unranked people and perform equally as well as the ranked people. As such, there should be no desire to enter ranked groups in the first place. Suppose that rank is meaningful. If this is true, then why should it be wrong or surprising that the ranked exclude the unranked from teams? As such, there should be no desire to enter ranked groups in the first place. I have never yet met the anti-elitist who could provide an answer to my dilemma. With that said, I find it rather amusing that people are still arguing the accessibility claim in the face of (what I believe to be) my crippling rebuttal. I think I've shown that the accessibility argument is fundamentally flawed and should be ignored. ************************************************** ******** @Yunas: I think you're giving Progor's analogy too much credit. It's certainly a fantastic analogy with regards to the arious sorts of games that people like to play, but it somewhat misses the important question. Namely, does it and should it apply to GW? I think the answer is clearly not. GW is not a game designed around the idea of commanding forces. That is simply a different sort of game, the RTS or sim genres. GW is a game about team interrelations, or in Progor's terms it's about being a "marine" with your buddies. It may very well be the case that people like the commander aspect too. Hell, I enjoy an RTS myself from time to time. But that's just a separate issue. |
So the balance is between opportunity and desire, with former represented by ability to participate, and latter by fame/rank grouping. Heroes give every NF owner the same chance to play in HA. Fame/rank give them the desire or motivation to play. So this "accessibility" and "desire" are two different things, which unfortunately also mutually restricting each other. From Anet's perspective, expanding accessiblity is important, because they need revenues from new owners who have as much right to play in HA as older player, since they paid the same price for the game, as there's no monthly fee to justify the right of older players over new ones. I also must say that to win in GW's pvp does require highly cohesive groups of players, so there's definitely commanding aspect to it. Because skills are limited to 8, tactical flexibility is very restricted and that puts more emphasis on group cohesion and mutual support. With all that being said, removing heroes from HA is not a good solution, but I agree with the idea of limiting a hero per player so to give HA/GVG a more pvp feel as I've suggested in other threads, it's more of a balance between keeping accessiblity without hurting too much quality.