I'm of the opinion that end-game design isn't the solution to preventing caustic communities, nor any of the content preceding it. As stated by previous posters, you can have a game about traversing fields of flowers and still have a caustic community.
I believe the solution relies upon giving the community the tools to protect itself. What I mean by "tools to protect itself" is that every player is given the ability to selectively disengage with another player with a couple conditions. The first condition is that both players must be affected by this, but minimally so (ex: one player blacklists another, they both will never encounter each other when using party/duty finders.) The second condition is that both players must not be barred from content (quests/dungeons/crafting) or systems (duty finder/party finder.)
The net result is that people will find themselves interacting with chiefly, people of similar schools of thought and ideology.
 
		
		 
			 
			
 
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