But your saying that like it's unfair they aren't giving you what you want right away. That's just good business man. That's like going to a restaurant, sitting down ordering your drink appetizers and food, and then asking where it's at as soon as they write it down. What do they give you... a dining experience. You go, relax, have a drink. Chat with your company. If you wanted something fast, you should've went to drive through. Thats all I'm saying. I know it's frustrating, but look at it from both sides. There's multiple different angles of this game from the pve to the pvp side. Trying to please all is not possible, that's just logic. But if you can create an experience for them to always come back to day in and day out... that's just smart.
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No, I'm saying its piss poor design to let your players go through all of the hoops/time/effort towards earning something then rewarding them with a time out. I'm not saying just give it. I'm saying we're being rewarded for our effort with an artificial penalty and that they let us run around thinking we could find things that weren't actually there yet. We're not waiting on our main course, we're being told the kitchen never had what we ordered to begin with and we should check back later. Even though the advertisement for our food is still up in the window. -.-
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Edited by ExtraSythe: 10/21/2015 3:05:12 AMBad design would be something like - Hey let's make your sword, here's all the materials you need. Magically. For free. That makes no sense. The materials would need to be ordered that takes time. Or with the chaperone competition. It's a tournament, it doesn't end just because you're done. So yeah. Wait until the tournament is over before deciding you won. The waits make sense. When NPC's pull shit out of there ass and just give you the item you're after that's bad design.
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Ahhh. Good point man. Tuche