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Originally Posted by pork soldier
First, the UW and FoW are a reward for your region doing well in the global tournament, you aren't entitled to them all the time. This sounds harsh but in the same way that you aren't entitled to go to the deep or urgoz's warren you are not entitled to go to the UW whenever you want.
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Ah, but the implementation of elite dungeons across the PvE campaigns is inconsistent. Why is that? Here's a brief review:
FOW / UW: Implemented in Prophecies, exclusive access is predicated on a player being in the favored territory when they go to a shrine.
Urgoz / Deep: Implemented in Factions, exclusive access is predicated on the availability of a taxi (ferry) from the prevailing guild in that town.
Tombs (TPK): Implemented at the start of Factions and available in the Prophecies campaign, access is predicated on completing the story arc (more or less).
Domain of Anguish: Implemented in Nightfall, access is predicated on completing the story arc (more or less).
Interesting, isn't it? When we consider it from a historical perspective, by the time Factions came out there was a crack in the Favor design, and by the time Nightfall came out the design had changed completely from a model based exclusively on PVP results to a model based exclusively on completing the PvE story arc. In my view, this is tacit admission from ANet that the two previous implementation methodologies were poorly-received by most players and too flawed to reuse due to the awkward logistics that 80% of us are complaining about right now.
While we're on this subject, I do want to give ANet credit where it's due. They have really improved elite dungeon access over time with each chapter's release, and I'm greatful for it! It also makes sense that they do it this way, at least from a financial perspective. They'd probably want to adjust the policy for future titles that have the greatest potential to generate revenue. Design remediation for legacy titles becomes a very low priority over time. After all, the revenue stream for legacy games falls naturally to a fraction of what it was at initial release and, consequently, maintenance and design remediation have a much lower return on investment. All the same, the design improvements we've seen over the course of three chapters is apparent to me. They are listening and they are improving as they move the story forward. They just can't afford to improve things that no longer generate the lion's share of the company's revenue.
And THAT is precisely why I am proposing a paid offering to uncap territory transfers. It guarantees that ANet is paid for the resources they'd need to allocate in order to implement a fix.
Quote:
Originally Posted by pork soldier
Second, you're going to mix the haves and the have nots in the same area - this is going to make a large portion of the playerbase angry that they aren't allowed access because they haven't spent their $10usd. That isn't good PR, it makes the "pay for more stuff" business model very apparent.
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What on earth... it makes it very apparent? I mean no disrespect, but you're ignoring the elephant in the middle of the room. There's an online store button in the corner of your screen right after you log in and you can buy all kinds of stuff there. Skill packs are available for purchase for PvP characters. Heck, people got mini pets in the game because they went out, bought a magazine, and used some promotional code in the online store. Someone can pay a little more for GW at the store and get some glitzy moves (replete with a disco ball for Pete's sake) for their character dances. No sir, I am sorry, but ANet fully embraces this model. It's plain as day. And concerning the issue at hand: in light of the fact that we may not ever see positive changes unless we volunteer to throw some money at it, I embrace the idea of "paying for more stuff" in this case.
And I'm definitely not alone!
Quote:
Originally Posted by pork soldier
Third, you're allowing professional farmers permanent access to the most profitably farmed area of the game (24/7 smite runs anyone?)
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I must dispute this also. To reiterate what virtually everyone realizes already: professional farmers already have multiple accounts to cover multiple territories and get around the territory switch cap. I've met a few and they all do it this way.
Quote:
Originally Posted by pork soldier
Since the addition of balthazar faction to pvp there has been no reason for dedicated pvp only players to play pve, with one exception, it's far faster to unlock skills in pve by buying them than it is to grind balth faction to unlock them. Basically the pvp packs were a shortcut that let players get up to speed and play the portion of the game that they want in a short period of time.
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So back to the logical leap ~ the UW and FoW are rewards for coordinated effort, much like elite missions, while pvp packs are paid for time savers - they are separate concepts, hence connecting them is a massive logical leap.
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No no, make no mistake, the remediation that I and others are asking for is a precise matter of saving time. I want to spend time with my friends, in areas that interest us, pursuing goals that interest us. My friends and I have played the game a lot. We've been to a lot of areas. We've bought a lot of armor. My guild has never been able to complete all of the quests within UW and FoW, and it's precisely because of time. My guildmates are in the American territory, and we are all interested in visiting those areas. We cannot do so because of time. The time available to farm FOW is out of sync with the time available to us to play together.
Therefore, the proposal I have made is precisely opposite of what you say is logical suicide. It is, very precisely, a paid-for time saver provided to PvE'ers so that we don't have to grind in a PvP area we hate in order to secure favor. It's really not logical suicide at all - such a time shortcut is a direct comparison to the time shortcut available for purchase to PvP players. To use your own phrasing, basically the Free Roam pack would be a shortcut that lets PvE players play the portion of the game that they want during a time of day that is reasonable.