I should say that I, personally, am not averse to such a scenario, but it does buck genre convention and, in a game like Rift where there is PvE vs. PvP bleedover, giving a 'fresh 50' easy access to PvP kit (the current 'starter' gear being more or less equivalent to T2 pieces, and that'll change with 1.9) may very well trivialize some of the early content in the game. The sort of position you're advocating for may require a redesign of the PvE vs. PvP gear paradigm before accessibility is made widely available.
If I can PvP for a week, get some crafted weapons, and put on a few hit/focus runes and be HK-ready (if at the low end of 'ready'), that potentially opens up another bag of worms. The Guild Wars I/II model, as presented, is certainly not a bad one, but that game has clearly marketed and positioned itself in a different way than Rift and most other MMORPGs (for better or worse). I consider myself a highly competitive, team-oriented PvP player, but GW1 failed to grab me and nothing in GW2 has grabbed me, either -- it can flatten the gear 'curve' all it wants, but if it's not interesting me, it doesn't matter.
Personally, I'd be happy if getting geared required a time and money investment, and maybe a little bit of talent (SPELLCRAFTING CALCULATORS GO), but that upsets the entire carrot picture and I would say it's evident that people want to chase after new gear (otherwise we wouldn't have seen as much of a clamour for P8 and new gear, back in the day, though we'd have seen some, because, Hammerknell weapons).
I actually don't, because I didn't play WoW. I skipped the launch because the murmurs I was getting weren't positive, and I was annoyed at the dropped ball on some pre-launch promises (that were the things I was really looking forward to), and though I did eventually play the trial, I had a sour PvP experience (due to terrible players -- my tolerance has since improved, obviously) and didn't buy in.
I do appreciate the summary, but none of what you've said convinces me that Rift has ever been in any position but one similar to the 'current' status you express -- you have access to the current 'season' (top rank of gear), and the two previous 'seasons' of gear. The only 'bubble' exists because fresh 50s are coming into level 50 with such garbage gear (because the drops from AP/CC are old P1/2-tier equivalent, at best) and need to slog through a bit of a grind to get that lowest set (unless they partook in PvP prior to hitting 50 and thus have some bankrolled favor).
Yes, there is a two season gap, but that gap is being narrowed in an upcoming patch as a result of a) improvements to the bolster system, b) a flattening of the stat range between the new lowest tier set and the new highest tier set, and c) cost reductions. Attempts are being made to keep the PvE/PvP paradigm while improving both accessibility of gear and durability of newer players.
Because the people that
are still playing are the ones that don't give two ****s about gear or progression and just want to PvP.
Now take a step back and ask yourself two questions: a) what portion of the Rift community (and, tangentially, the MMO community) at large do these players represent; and, b) how many people have quit, advertised or otherwise, as a result of hitting the cap and getting 'bored' or 'having nothing to do'?
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