Quote:
Originally Posted by stevehale
I don't understand the notion that because something is behind a grind it should be vastly superior to everything else. It should be different, maybe even somewhat better, but it shouldn't be relegating everything else to the trash pile.
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It probably comes from well over a decade of PvE focused games and their constant progression of raid content to unlock loot to progress to the next level of raid content > repeat.
Players have long been conditioned (EQ 1 launched in 1999) to this cycle of loot (and advancement) process.
This is the only game however that I've encountered where the power creep and loot power creep continue but the game environment doesn't actually change or add newer and harder raids/content on a mass scale (it has exceptions, but they are completely optional and not specifically tied to progression).
On top of this, this game is "Free to play" but it is effectively "Pay for anything that is not basic".
Payment can come in many forms, actual hard currency for zen, time sinks for dilithium (which effectively have a real world dollar value) and even ECs which can be had through a dilithium to zen to EC conversion process (or just zen to EC process).
You can calculate the real world value, time or hard currency, of nearly anything in this game at this point.
So the sense of entitlement is probably borne out of this as well.
People literally have to pay for starbases*, and a T5 Starbase was roughly calculated to about $500 IIRC (by PWE). It's possible that with the current Dil/Zen rates that it is even more expensive than this.
*Even if you manage to never spend a single zen on your starbase, someone else has. You also most likely had to grind dilithium, ECs and DOFFs for contribution - all of which can be caclulated to represent a monetary investment.
Just a bit of Devil's Advocate to your, most likely, rhetorical questions.
(None of this means I think a shield should push players to 75% resistance with 25 shield power, if that is in fact what is happening.)