Originally Posted by
Solarra
Correct - unless something very strange is happening, player-skill will fall on a normal-distribution (or bell) curve, with relatively few players at either end and most somewhere in the middle.
Some people seem to think intensive tuition will change this but in fact, while the skill level of players may increase generally, the curve will stay the same shape. In other words the proportion of exceptionally good and bad players will stay the same.
My main criticism of your categories is that you are using terms which are frequently used by players and developers (especially developers), not to describe player skill but the time a player has available to play.
Looking through your list, your categories seem muddled and not particularly helpful.
You seem to be working on the assumption that skill will neatly align 100% with available time and preferred activities.
For example you assume that a player who values the social aspects of the game will be low-skilled, with the implication that the more skilled a player is, the less the social aspect matters. Are we to conclude that you think all highly skilled players have little to no social skills,
or no interest in social interaction? That seems implausible since raiding and even dungeons to some extent, require good communication and team work.
I feel you are confusing player-skill with player-types.
Which brings me to my main point, why are you attempting to put players into categories according to skill?
Usually this sort of post goes along with some sort of idea about training the bad players or excluding them from certain content so the poster won't have to deal with them. While it's refreshing that you are not making any similar suggestions, there doesn't seem to be a point to this.