I hope at least some people will have the will to read all of it.
Despite the lag spikes and disconnection problems, the chain of events wasn’t completely a failure. Actually, we could have enjoyed killing those scary insects only if they didn’t almost one-shot everyone in sight after appearing and vanishing endlessly, making players only but madder and madder. But that’s not the point and hopefully, it was worth putting effort in it.
What I would like to focus on seems to be Anet’s will to answer the players’ expectations that is to say, adding precursors in the rewards of the final chest.
At first glance, it definitely seemed to be fitting with what a bunch of players have highlighted before and were asking for : significant rewards in end game events. Getting valuable items – a handy inventory chest, special accessory, 2 exotic items – was rather appropriate for an event such as yesterday’s until we all found out the “lucky few” got legendary precursors. Consequently, it turned it all upside down. Not only would you have been certainly mad if you would not have been there but you would also be angry getting nothing but 2 common exotic items in the end if you had been there too.
But the developpers did foresee it, didn’t they ? putting random luck of looting those precursors might turn some players happy and some not. However, the more precursors there would be, the more the price would certainly decrease and it would have been a win-win for everyone, or at least, a bit of a consolation. Well I don’t see any other reason in it. I can’t figure out anything else about what was going on when they thought about this event. This wasn’t the answer players were expecting.
There arises the difficult question of the achievement… Where was the achievement in all this ? some players waited for 3 hours for this chest and didn’t get any of these precursors while newcomers did, whom were invited for free-week end event. Players didn’t ask for another luck-based system. They asked for a fix – a fix of this totally unfair system where the achievement, basis of any MMO, is simply not existing. Because what Anet failed to see is that players who are doing legendary weapons are already nerd-class ones. They aren’t like the common casual players only willing to play for fun. They want to spend hours of farming to get a special and unique look, proof of their achievement in the game. But when the final item for the legendary weapon is just randomly based on luck, there is not ANY achievement in getting it, nothing to be proud of. It is just stupidly random : playing 900hours in the game or only playing 1h can get the same result. You will not be certain of getting it.
And that’s where the logic just fails, where it’s definitely wrong. How can they ask a player who’s playing everyday, making step by step his/hers legendary weapon – all the more it is boring like hell as you need much gold, and even more if you think to buy the precursor- , to be happy when a guy with 1-day experience comes and get a precursor, which he will probably throw away not knowing its value ? Isn’t it the most sadistic thing in the world ?
The issue is not about making a precursor easy to get or not because it would mean it is easy or difficult for EVERYONE and that would make sense. The issue is about basic inequalities in the game. Theorically, how can you play a game when you can be disavantaged only because you didn’t have luck? only because when you looted THAT chest, that very one, the dice roll wasn’t in your favor but the guy next to you had luck.
We can’t keep playing when there is something happening like this. We’re just breathless. We don’t ask for a change of difficulty – we ask for FAIRNESS.
(edited by Gwydion.3628)