FOMO is a Result of a Design Choice.
You can Design to include it's chance to "spawn" or infect a players mind if they have a "enough lack of willpower" to be affected.
Or simply Design to not include it.
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And people will do things they find are enjoyable and be happy to partake in it, if they aren't forced at any moment when the desire rises.
The difference between Constantly running content you enjoy til you're tired, or need to take a break.
And being Tired and Irritated against it from the before starting, and doing it regardless. Due to your ultimate goals. <"Now What do we Do. - We Can Play the Game - Oh Right.">
There is overlap between the two in certain contents, like raiding. But for most players it's more worthwhile if it's of their own choice and not being given an ultimatum.
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Just like Certain Reward make no sense being part of other content. Like Objects for a Job/Class that can't even do said content in the first place <Blue Glamour/Weapon in Criterion>. Or Hairstyles in content that will never be as openly available, or depending on the person, could of just been automatically unlocked as previously due to the games aging customizations <CoD Chaotic>.
and many other cases, Somethings shouldn't mix, like oil and water, and many Hydrophobic Materials.
With PvP the Gamemode itself, Should be the Strongest Driving Factor, The EXTRA BENIFITS for partaking should just be there for the currency/malmstones reached/gained by just playing.
[If they made a Malmstone Path for Ranked CC, then maybe it would make sense. But otherwise, It makes no sense to FOMO rewards<But even so, should be a Reoccuring or Selectable option to run it, at any moment>. More so if it's limited, it becomes a nonstarter/dealbreaker for many.]



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