Few (if any) games can support hardcore players at several hours per day over the course of months [i]without[/i] employing those "addictive" features. It's a design quandary: how do they manage a finite amount of content to satisfy a community with a limitless appetite for relevant gameplay?
Before making a purchase like TTK, I need to ask myself "if I only play through each activity one time, is it worth it?" If yes, then a progression system that rewards continued play is added value. If not, it will cause feelings of "grind" or fatigue in repeated activities.
Your role as a moderator enables you immediately ban this user from messaging (bypassing the report queue) if you select a punishment.
7 Day Ban
7 Day Ban
30 Day Ban
Permanent Ban
This site uses cookies to provide you with the best possible user experience. By clicking 'Accept', you agree to the policies documented at Cookie Policy and Privacy Policy.
Accept
This site uses cookies to provide you with the best possible user experience. By continuing to use this site, you agree to the policies documented at Cookie Policy and Privacy Policy.
close
Our policies have recently changed. By clicking 'Accept', you agree to the updated policies documented at Cookie Policy and Privacy Policy.
Accept
Our policies have recently changed. By continuing to use this site, you agree to the updated policies documented at Cookie Policy and Privacy Policy.