Was hinting to this
2 years ago.
On one hand, no matter how you're perverting stuff, still full-fledged equivalent progress between PvP and PvE activities will be non-working without requirement of separating characteristics (as I have already said
many times, for each of activities separately). On the other hand, topic criticizes not so much inadequate/uneven itemization, but rather speed and availability of these upgrades/progress, this more affects their love to rely on "inflation rate" as fundamental factor in controlling rate of content consumption... First, they fed you RNG system and endless grind, now they do with micro-upgrades (and this is if we forget about separate disturbing element in form of borrowed powers, and
dimly looming somewhere on horizon (it's not yet clear if this is true and how "adequate" in terms of logic and force-differentiation) new "raid itemization" (I'd like to say something specifically about it, something more than what is said
in general about such system, but so far didn't see any certain information). Inflation doesn't want to be slow down in any way, "items'color" will continue to mean mostly nothing, system/organization of professions continues to be "progress'family" unloved child (because they can't/don't want to figure out how to control "rate of its consumption").
Is this all better than RNG system? Yes, perhaps, but their common problem remains essentially the same *pointing to 1st paragraph* they don't want to maintain standards of their universe's natural logic and simplicity/availability of upgrade/itemization system as a whole. We touched on this recently
here and
here (
also).
...however, this again doesn't literally answer my attitude to issue raised by current topic (only in terms of attitude to root cause of outraging element). Okay, so let me just quote 3 chunks from discussions that dealt with this:
What exactly can be learned from this:
1) person, who said that gear isn't important at up-rate PvP, is rights, since people, who're there, have gone path of "qualifications/progress" and are at the same/very close in progress;
2) if you read one of last links of 3rd paragraph, it becomes clear that system with access to "near/same-level orbit" took place at some period within the game - we are talking about cap's accessibility, player's skill helped only in reducing path's length (+ a couple of good ones, but not significantly outweighing bonuses), which means that only really connoisseurs of this pastime remained fighting for the rating, so mostly didn't interfere with "rest of plebs swarming in the mud" (for the same reason, link with raid progress description insists on their bonuses' insignificance, but there must be some logic behind this, and not stupid illogical "shutdown", that's for PvE, also
badge items);
3) previous one was possible due to presence of requirements of corresponding characteristics, namely, rather rapid progress in PvP didn't outweigh PvE progress due to lack of rating PvE characteristics (which everyone had forgotten long ago, and this is very wrong), and subsequent PvE progress with moderate inflation didn't outweigh PvP due to non-participation of PvP characteristics in it (badge items, being same "powerfully", has non of both);
4) so - same path and size/amount of customizing/power characteristics on items for both activities (ilvl), but they don't interfere with each other for
(3), which means that their path (speed/stages) can be controlled separately from each other
(2), still progress/ranking system, being the basis game mechanics, continues to fully carry out its work.
5) PROFIT?
The only things that needed for this are more correct characteristics' system (I recommend MoP, in fact, doing this not the first time already), different system of
itemization/
progress and distribution of loot (this also has been said, there're links in 3rd paragraph)... well, somehow like this.
...but after all, latter will "shit in slippers" with beloved tokens, all forms of scaling and temporary progress systems for devs and will somehow offend some solo players, which don't want to depend on anyone, don't want to communicate "closely" with anyone, or to participate in something where people will evaluate significance of their success, and often not so much mechanically, but sometimes even more socially, so this can put them into a defenseless position, because they don't have enough will to stand up for themselves. I still don't understand why they came into MMO, the only thing that comes to mind is that devs, out of greed, beckoned them with carrots, deceived them, and now we have situation that we have. At the same time, without looking at fact that everyone is trying not to offend the other at first, everything ends with big swearing and no end to the edge of this is visible.