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Old Jun 11, 2005, 06:47 PM // 18:47   #21
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Quote:
Originally Posted by Tellani Artini
I'm glad we don't have intentional timesinks like this in GW.
So you speak as a pvp type person, am i correct?

From a pve viewpoint, there are limited things to do once the game is completed.
I could help people, yes, but what thanks do you get for it? The only thanks i have ever received was from friends...not Joe Bloggs who got fed up after dying 27 times on the northern wall, until i did it with (edit - for) him.

I will not ask Anet to implement such things, i will let them decide what they want in their game in the future. After all, they are very busy at the moment anyway.
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Old Jun 11, 2005, 07:09 PM // 19:09   #22
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Quote:
Originally Posted by Tactical-Dillusions
So you speak as a pvp type person, am i correct?
Yes. The game is billed as a CORPG (competitive online rpg). I'm glad A.net has created such a game, where the focus is not on timesinks, crafting, and such. Anyone who thought this game had the same kind of enriching long-term PvE as, for example, WoW, may have been deceived. But there will be expansions for more PvE in the future, eh?

I guess trades that are completely set apart from PvP wouldn't bother anyone, but they would come at the expense of developer time, which is something that would bother me. They are still fixing and expanding PvE at the present, but I wouldn't expect something as huge as trade skills to come in a weekly update or pre-announced in an expansion, if at all.
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Old Jun 11, 2005, 07:32 PM // 19:32   #23
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I donĀ“t believe crafting make sense in a game without a monthly fee. It is used as a time sink in games with a monthly fee, in order to stretch out the content over as many months as possible.

In a game with no monthly fee, the publishers have no incentive to add such time sinks. The best custmers are those who play the game, and when they have run out of content do something else, until the next chapter is ready. Thus easing pressure on the servers.
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