Quote Originally Posted by Hasrat View Post
Personally, I kinda disagree with the mentality of world visit "helping" low pop servers. We'd still get it in our own time, and enjoy the pace we set. More importantly, I say it's implemented backwards. Should've been no world visit help to start with, and if devs saw things weren't progressing on some servers as fast as intended, then they could open it up. At least gives servers the chance to demonstrate what they're actually capable of, and more players the opportunity to check things out and participate.
This is what I've been saying. Our DC's new server was behind the rest of us (understandably), and the FATE train bamfed in to push it to completion so that their CE would be well timed with their loop. Meanwhile, many of the residents had only just got home from work and were complaining that they couldn't even complete the quest, never mind contribute, because the instance was clogged with wanderers. From what I've seen, the impact for them has been:

* Players unable to even complete the quest for long enough that they just gave up on the content and won't go back to it;
* Players who saw this as a chance to level crafters being stampeded over by wanderers, and deciding this is clearly an end-game event and not for them, and giving up on the content;
* Players who realised that the FATE trainers were right, and the rewards for the hand ins are nowhere near worth the same as the CE rewards (in terms of total time and effort), and so gave up on the content apart from joining the FATE train to do CEs on other servers.

On that server, before the "help", they were slow compared to us, but steadily getting there. Since the "help" (which ended as soon as the CE procced), their progress has slowed to less than it was before. So not only did the "helpers" not stick around past the point where it directly benefitted them with two extra free CEs, but they discouraged the native players from being involved to the point where, now, they may actually need help!


Definitely should be a lock-out that is on at the start and is only removed after a certain period has elapsed without progress. That way anyone falling behind can have their doors opened up *after* they have had a chance to actually try themselves, but those who don't need help don't get pushed out by farmers leeching off the contributions of others.