Please take a moment (if you haven't already) to read them and then come back and we'll talk handbags.
|Both of these are handbags. So why do I want the one on the left and not the one on the right?|
Ok, so I've than perpetuated a girly stereotype of handbag obsession, but what does this have to do with the recent discussions about removing the raid number cap? Quite a lot actually. Because for me, trying to separate out the 'raiding for challenge' and 'raiding for epics' mentality is well-nigh impossible. When I raided I loved my epics because I felt that I'd 'earnt' them, from showing persistence, team-work, commitment etc but I also felt a personal sense of triumph when we downed a boss. Would I have raided if there was no tangible 'reward'? Raided 'just to see content'? I might have done, I'll never know for sure. But I know that a visible reward for the effort I had applied helped. For me, it was probably 50/50. Loot helped, personal satisfaction helped. I'm not sure one without the other would have worked.
My Chloe handbag would have been symbolic of the effort I had made in quitting smoking. It would have been 'more' than a handbag to me. But to others I might have just been swanking around with a designer label bag ( flexing my...handbag-peen...?) Is this how we view epics? How we view raiders? Is the reason for not removing a cap on raid numbers really as straightforward as the 'elite' wanting to stay that way? Or is it because that our shiny purples are symbolic of something else, obstacles overcome, challenges met and because simply being able to zerg it wouldn't be as satisfying? Wanting a tangible reward does not make you a bad person. But nor does the view that as many people as possible should be able to see content.
So how do we reconcile this? I'm not sure we do. It's very easy to sit on one or other side of the fence and become entrenched in our view. It's harder to have that view challenged and try to make a coherent, rational argument for continuing to hold it. One of the most commonly mooted answers is 'easy' and 'hard' mode. Does this help though? Another answer is the one Sven proposed - remove the number limit and leave the loot table the same. The smaller your (skilled) team, the faster you gear up. And maybe, this is the middle ground. It's not ground that sits well with me, but maybe it's the least bad of the options.
And another question - people keep citing Rift to me as an example of how Trion do it differently. I'm playing Rift. As far as I'm aware, Rift instances have a number limit. Maybe they don't... but I keep seeing people asking for 2 more for RotF, or 1 more for DD or whatever. I think maybe instanced content does have a number cap, it's only the 'rifts' themselves that are zerg-able...