The fact is, no matter WHAT their actions are, the team is going to anger some group of people with every decision they make. They really cannot please everyone and trying to is an exercise is futility.

Looking at it from a purely business perspective, which do you think is the better way to keep subscribers subscribed?

- Make unattainable things attainable over time while setting new goals to reach OR
- Locking out the majority of the playerbase from having a thing because it meant something to a fraction-of-a-percentage of people half a decade ago.

People were angry when they made per-account housing changes. People were angry when they instituted the 45-day demolition timer. People were angry when Diadem 2.0 dropped weapons equal to or better than the Savage tier at the time.

But life goes on.

Now, except in really rare cases, you can't wall off a whole block of houses in a neighborhood for yourself and then stop playing and keep those houses forever. Looking back, don't you think those changes were for the better?

Let's look at another example.

You know what got people involved in PVP? Making weapons, armor and mounts attainable for everyone. Yes, you still had to work for them but not to the degree of putting your work/life/school on hold to no-life it through the queue and hope the system matches you with players who can tie their shoelaces. And that's just scratching the surface of a mode that is the laughingstock of the rest of the playerbase. Even the tournament wasn't enough to drum up much activity (at least in NA).

Nobody (but you) cares that you got your name on a leaderboard. Nobody (but you) cares that you got your name in the credits. Those things have meaning and memories to you, as they should. But 1.0 fights are dead. PVP is on life support. Open it up to the masses. Let the rest of us experience that fight as it was. Let more of us fight in the arena for rewards. Let us earn it, definitely, so we can savor not just the destination, but the journey as well.