They also need to add that to PvE. Quitting a dungeon run because you had no clerics should be penalized as much as quitting a PvP game where one side is a premade and the other side has few botters and people with bad gear.
What about people who don't want to cheat? The Secret World had quests that would make even single player puzzle games envious. That would be silly. The one thing I hated about DDO was that no matter how strong or smart your character was, you couldn't use tools, magic (apart from Knock) or brute strength to get past…
Oh, man. I played BatMUD 20 years ago for 3-4 years and I only got to level 45-50. I don't even remember if it had a level cap. Times have definitely changed.
Why not? Taking your enemies to 0 HP is a great way of controlling them. Besides why would you quote a Trickster Rogue as an example of a class that's supposed to deal damage. Trickster Rogue. Trickster Rogue. Trickster Rogue. TRICKSTER Rogue. He should be playing tricks instead of doing damage.
That's like assuming players would not exploit or abuse bugs. Players will always find the most profitable path and use it. There were MUDs 30 years ago that allowed stealing from other players. There were lots of exploiters in Ultima Online. I think it's just a case of rose-colored glasses.
They could increase the gold you get from trash mobs and bosses. Why are they so poor in the first place? Bartering between heroes makes more sense than selling them to a merchant. It's silly when powerful magical items are worth much less than a horse.
Not every sport is played like that. Volleyball for example. Because I predict that this will simply make the better team ignore the objectives and farm kills instead to make the match seem more equal.
No, it hasn't. Maybe you could explain once more why people would roll 'need' and get some silver instead of rolling 'greed' and getting a 20% chance of possibly millions of AD. I don't think you really understand what's being proposed. If you 'need' an item just to sell it you are still a ninja.
I really doubt people will stop needing their class gear after they are already geared up. 100% chance of getting an item worth 2-3M vs 20% chance? Tough call.
Well, most MMOs I've played extensively had either item sorting or placed items in certain bags depending on the type or allowed addons that could do that. Don't forget collectables and enchants.
In other MMOs I can buy (with in-game money) a lot more space than the crafting inventory. It certainly beats not having a separate crafting inventory but that's it.
It's not broken. It's working exactly as intended. Every man-at-arms comes from a player purchase except those that are farmed from the graveyard quest.