Originally Posted by
Vidu
I would dare to say that limited events with limited rewards are infact good for the playerbase - those rewards create an incentive to play certain content. And to do that right now - instead of putting it off again, thinking "Oh, I can always come back to this when I feel like it..."
It creates a certain drive and motivation and actually gets people into this content who normally wouldnt.
I'm thinking especially about the Garo and Yokai events here - Garo even more than Yokai: PvP was never really popular, despite some nice rewards being locked behind it. When Garo was first announced with the addition of "This is going away at somepoint" we suddenly had acceptable PvP-queues for a couple of months, because people wanted to make sure not to miss out. I know its anedotacial, but quite a few of my friends and FC-mates who arent into PvP tried their hands on it during that time - and they wouldnt have wouldnt it been content that was bound to go away.
I think whats best for the playerbase is a mix of rewards that are always available - and rewards that are only there for a limited amount of time, since those later rewards give people a push in a certain direction, to try content they normally wouldnt or to add some motivation to do this content right now. Often to the benefit of other people - you need players for queues, for FATEs. By making certain things limited time only, you concentrate the intrest of players into that timeframe, making sure the content actually gets played. I'm having the Halloween and Valentines Day duties in mind right now: They're only available for a couple of weeks each year, so everyone intrested in them focusses on them in this time frame. If it were more spread out, queues would be much, much slower.