The reason why the cap exists is so people can't get on par gear with Coil fast enough for 100 people to beat it before 2.1, why would they change it till 2.1?
Printable View
The reason why the cap exists is so people can't get on par gear with Coil fast enough for 100 people to beat it before 2.1, why would they change it till 2.1?
Same, it also bothers me. The only purpose of the cap is to increase our play time and that's pretty shady since we are paying to play the game. It doesn't bring any difficulty or ingenuity to the game, simply increases play time, which increases the amount you pay (if you aren't planning to subscribe until servers go down forever.)
You don't want us to get a lot of tomes? Make them more difficult to get. How is putting a cap on mythology tomes increasing difficulty? It's just a time sink.
Why not make it so you can gather more, if in fact it is encouraged to play more than 1 class?
If they increased the cap:
1) Then people who have enough time, can get everything all that much sooner (in a week instead of a month). There is simply not enough content yet to keep them fully occupied until 2.1, so they introduce a 'pacing' mechanism for them to keep comming back.
2) If they likewise increased the price, then a greater disparity between those who have a lot of time and those who do not. In other words, instead of taking 100 hours to get enough tomes, they increased cap (and price) 10x, then it would take 1000 hours. This would make it much more challenging for those with insufficient time to accumulate tomes, and really only benefit a (probably small minority) of players who do have the time/interest to do this.
In other words, the cap serves two limits: Forced pacing in lieu of minimal content AND prevent great disparity in achievements between very active and semi active players. In addition the low cap (versus a scaled out higher/unlimited cap) prevents us from complaining of endless grinding to get tomes.
Over time more conent will appear obviously (impossible to have a game like this launch with enough meaningful content to keep people who play 12 hours a day busy for 4 months, and yet only charge 50$/10$ for).
roughly translated, game will lose subs
Monday 1700-2000: Coil Turn 1-3 w/new people (100 Mythology)
Tuesday 1800-1930: Amdapor Keepx2 (80 Mythology)
Wednesday 1700-2030: Coil Turn 4-5 (50 Mythology)
Thursday 1700-2200: Coil Turn 5, Amdapor Keepx2 (80 Mythology)
Eventually this will end with beating Turn 5 on Wednesday, and then on Monday. That's very little incentive to play and very little time/effort put into playing.
Yes, this exactly. The cost of the items remains the same, the amount of time it takes to earn the items remains the same, the only thing that changes is how much farming you're allowed to do within the week. I am not okay being told how much I can do within a set time frame.
I'm ok with a cap...but yeah...300 is too small.
If you could only farm primals for it, that would be INSANE for getting gear but the 300 cap makes sense.
However doing ak and getting 40 a run, although thats a few ak's to get up to 300...its hardly a weeks worth for the slightly more then average player thats willing to spend that time.