I know this may seem some what hypocritical coming from someone like myself... But I believe it to be the truth:
Someone who ACMs is far better rewarded when compared to someone who quests. This applies to both loot and XP. Now you can compare hour to hour, and say ya... Questers get the better deal. But lets all just be honest here. Even hardcore questers do NOT play 12 or even 24 hours at a time 7 days a week. Furthermore there is a vast difference in "effort" being applied by a player who pushes start in EO and to a player who goes out on a quest and actively plays. This is what is wrong with Asheron's Call. Why even bother questing? Aside from a "fun" factor, the rewards and character improvement are sub-par to pushing the start button and take far greater effort. This continued design alone has been killing "true active players" of Asheron's Call for years.
This design encourages players to ucm 24-7. It causes servers to have a "dead" feel because the majority of the player base stays locked up for days on end in dungeons. There is nothing wrong with rewarding questers well for their efforts... So why can't we? Why does the game continue to be designed in a way that it is far more productive and beneficial for a player to simply push start?
We see this with something as simplistic as XP - The grind to 275... Or the more recent additions of Lum XP... Or even the new loot tier (or tiers)...
Someone who ACMs is far better rewarded when compared to someone who quests. This applies to both loot and XP. Now you can compare hour to hour, and say ya... Questers get the better deal. But lets all just be honest here. Even hardcore questers do NOT play 12 or even 24 hours at a time 7 days a week. Furthermore there is a vast difference in "effort" being applied by a player who pushes start in EO and to a player who goes out on a quest and actively plays. This is what is wrong with Asheron's Call. Why even bother questing? Aside from a "fun" factor, the rewards and character improvement are sub-par to pushing the start button and take far greater effort. This continued design alone has been killing "true active players" of Asheron's Call for years.
This design encourages players to ucm 24-7. It causes servers to have a "dead" feel because the majority of the player base stays locked up for days on end in dungeons. There is nothing wrong with rewarding questers well for their efforts... So why can't we? Why does the game continue to be designed in a way that it is far more productive and beneficial for a player to simply push start?
We see this with something as simplistic as XP - The grind to 275... Or the more recent additions of Lum XP... Or even the new loot tier (or tiers)...