Oh... my .... God. (Sorry that isn't very mature of me...)
I will maturely respond.
Any designer who is worth a shit that doesn't look at spreadsheet data all day, formulating theories about player philosophy and turning game design into something it isn't, and, actually plays games; knows the common denominator in any RvR system with a reward structure will be a zerg mentality, always and forever, and to just shut the fuck up with their 5 years of general statistical hypothesis of the gamer psyche and make the fucking thing. In fact, any game designer worth a shit also knows that no matter how hard they try to force a game play mechanic out of a design, the players will think of something they will never think of, and in 95% of the cases, many things - so at that point (again) it's time to put down the PhD in virtual sociology and make a fucking fun game and roll with what you see. Christ, that is more fun anyway!
Megaserver is a broken coded mess. Paul Sage's post proves it. He has even gotten to the point in that post of dictating what people do should they want to play the game the way it wasadvertisedbecause of his universal failure on all accounts from team management, resource management, asset management, team leadership, and most of all, a unique ability (Not uncommon in this industry) to never take accountability; solidifies and epitomizes the state of 95% of the companies outside of Indie from a leadership level and why we see this type of horseshit time and time again.
You are defending the indefensible if you are sincere, and if not, I love you more for that last post and will laugh heartily because believe it or not in that particular troll post (If that is the case) you nailed what exactly is wrong in those countless day after day meetings with pompous egotistical assholes that put way too much time Kostering up the entire project trying to impress Plato in the sky. The result? This fucking thing you call a game.
That's about the peak of my maturity.
Vitality? BEER.