I've see quite a few people raise this point, but I am looking for some clarification from anyone that has insight on the design philosophy here.
Many mmo's have what are called Daily's.
These are unique activities you perform on a daily basis to earn a modest in-game reward. It's a check - in model that consumes about 20 minutes of time, and the rewards are valuable enough to grind toward a skin or achievement title that many players will complete them.
Daily's are pretty well known as a last gasp of an mmo trying to secure player log ins, and provide the player with in-game events communications.
Capping ARX to 400/week feels very much like a Daily structure to me.
There is an active core player base that might grind more than 400 ARX in a week, but my hypothesis is that is not a huge number - and many of those folks probably already dropped cash to get the skins they want.
So what is the upside on the cap?
Many mmo's have what are called Daily's.
These are unique activities you perform on a daily basis to earn a modest in-game reward. It's a check - in model that consumes about 20 minutes of time, and the rewards are valuable enough to grind toward a skin or achievement title that many players will complete them.
Daily's are pretty well known as a last gasp of an mmo trying to secure player log ins, and provide the player with in-game events communications.
Capping ARX to 400/week feels very much like a Daily structure to me.
There is an active core player base that might grind more than 400 ARX in a week, but my hypothesis is that is not a huge number - and many of those folks probably already dropped cash to get the skins they want.
So what is the upside on the cap?