Daar is right. At least that is my opinion. Any bonus be it XP or whatever, should at the best of times , be a temporary mechanism.
This temporary mechanism has the sole purpose to provide a limited benefit that shapes populations and other demographics. In other words a short term gimmick.
The issue with these bonuses is that some players got confused and somehow thought that they became a right rather than a favour.
The bonuses could have been handled differently. In other words, instead of the way that they are broadcast now, there could have been a more granular approach to target groups.
So for example:
NGD would deliver (for example) via a weekly quest, a 1 hour 10/25/50/100 % booster to the stash of target player groups. The player decides when to take their quest to gain their booster within that week. They decide when to activate it within the week. The availability of these boosters could be time constrained. ( use within 48 hours or lose, for example )
These target groups could be for example, level capped groupings or realms. In a more divisive way, it could be applied to classes that NGD needs to boost populations.
They could be awarded by the amount of hours (another example) you put in or achievements gained. So you kill X amount of mobs for the award and you get X booster at the end of the week.
Another example could be targeted at specific hours where NGD needs to boost population. You could mix and match any of the above to fine tune your target audience.
A benefit is that you will not impact your non target groups and possibly lose income or impede your server activity by unwanted social engineering .
The above are just random examples I made on the spot and I suggest you not focus on the ideas themselves but the principle behind it.
Some of this stuff could be event driven. Another benefit is that some of this could be automated and delivered via live update when player logs in.
In short, granular , interest group targeted boosts should have been the way to go.
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