Mighty_oakk wrote: »If they didn't raise cap they would of simply added better gear. End game level progression or end game gear progression we would of arrived in the same place.
Mighty_oakk wrote: »If they didn't raise cap they would of simply added better gear. End game level progression or end game gear progression we would of arrived in the same place.
I agree that they didn't need to raise the cap, but I don't think it was to "force" anyone to do anything, I think it was just a bit of hasty development, and rather than creating some real lateral progression which takes more time, energy and thought, they just added some more vertical progression, seeing as how it is quicker and easier to do that.
ZOS should be ashamed.
I agree that they didn't need to raise the cap, but I don't think it was to "force" anyone to do anything, I think it was just a bit of hasty development, and rather than creating some real lateral progression which takes more time, energy and thought, they just added some more vertical progression, seeing as how it is quicker and easier to do that.
I think that taking all of the things together (new currency, new materials, no overland harvesting, increase in cap, new sets and crafting stations, increased importance of dropped vs. crafting) I would say that it was precisely to make players feel pressured to get into the PvP morass in IC.
I would say that "forced" is always going to be strong word, but I think the intention was always to draw players towards this new grind. I actually feel that I want to give ZOS credit in this, I don't think this was hasty or rushed development. I think it was planned with the mechanical aspects of this DLC working together to pressure players to buy it and join in.
I think it is an evil that we would have been spared if they had stayed true to their vision, and their customers, and retained the sub.... but when they abandoned that, they abandoned all pretense towards having any other factor driving the production of content. This isn't about making the best MMO ever, this isn't about artistry in content, this isn't about enjoyable mechanics and true replayability (rather than just grinding). This is about selling as many copies of the DLC as is humanly possible. And in creating content that supports that goal through exclusivity of materials and new grinds? I think they did quite well.
[EDIT: Minor spelling changes]