Vertical progression isn't a problem if it's properly tempered by horizontal progression. If ascended gear was awarded properly there would be no disagreement among the bulk of the community that it is a good thing. Implementation of this vertical progression is faulty, not the progression itself. Driving any player base into a progression that is gated by specific content alienates the player base that simply doesn't do that specific content for any number of personal reasons. Gating progression behind a shared element within the mechanics that all players engage in regardless of personal play style is good progression. This was the initial design intent behind Karma rewards which has at this point been almost an entirely abandoned game element. Why not offer ascended trinkets for 500k Karma and weapons for 2 million Karma? Because that would not serve to contribute to the game economy, simple. The lower the value of gold in relation to gems the higher the perceived value of physical real world currency becomes in relation to gems. Ascended gear simultaneously reduces exotic item value, and with the implementation of unprecedented gold rewards that conveniently coincided with the tier release the proliferation of gold has deflated it's own value.
Ascended gear implementation was not intended to please players seeking vertical progression, but rather to please a parent company and it's share holders by diminishing the incentive to convert currency obtained in game for a currency that is in their best interest to get you to pay real world money for. Good business, bad game design, but they'll get the ROI they're looking for and monetize the next game in like fashion (Wild Star is next) over and over title after title. Nexon is superb at designing games with their accountants.
Obscure OneMember Since 21 Oct 2010
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