Quote Originally Posted by kuma_aus View Post
Saying someone doesn't enjoy capping tomestones, they only enjoy PvP is the same as saying someone doesn't enjoy getting fit, they only enjoy running. Capping tomestones is the direct result of doing PvP just like how getting fit is the direct result of running a lot. Someone might not be doing PvP with the mentality to cap tomestones, but they still get the same end result as someone who does stuff just to cap tomestones. Just how someone might not be running with the mentality to get fit, but they still get the same results as someone who does stuff just so they can get fit.
Yeah you are definitely not catching my issue. My issue is the lack of effort, static time constraints, weekly cap, and predictability of tomestones make getting gear dull and not a rewarding experience.

In this sense, I could say do a dungeon / pvp (or whatever content) and get the drop at the end, or I could do it and get tomestones to buy my drop. The first option is a rewarding experience where as the second is not. The same content is done and the same 'reward' is given, but the delivery of the ;reward' is different to a point that I dislike it. So when I say that they like pvp not capping tomestones, that is what I am getting at.

Note: I used reward in quotations, because I was using the same word to convey two different things - and I unfortunately couldn't think of a proper replacement.

To be honest, I came to this game understanding it had a token - and I played games before which had similar token systems. I've always hated them, and just haven't complained until now on the forum as I figured it's not a productive argument (devs aren't going to change it), but someone brought it up.