Quote Originally Posted by WhyAmIHere View Post
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Eh. It depends how you define griefing. Many people will consider it griefing if your group attempts to forcibly push another group from their camp spot by sniping the dragons as they spawn yet the design of Pagos all but encourages such competitive and aggressive behavior. Your alternative is significantly less progression or none at all, hoping that particular spawn location is available whenever you have free time to play again. The fact this is even a consideration speaks to how poorly executed Pagos is. The sheer linearity destroys any potential corporation. Yoshida can prattle on about how we haven't found the best method yet, but it's all hot air at this point. After all, he could easily be lying by omission in the vein hope people keep going into Pagos to keep it active. It certainly wouldn't be the first time his PR statement don't line up with actual gameplay components. On the other hand, even if we do take him at face value, then we're back to the aforementioned poor design. There shouldn't be a month long guestimation on how their super special awesome system of relativity works.

Complexity for complexity's sake isn't innovation. It's simply bad design.