A single post can contain more than one response. Crazy, I know.
Originally Posted by Krellian
I think the fast in or out, win or lose mentality can be summed up as this: to compete in arenas you really need the best equipment. I like some BG action, but the amount you have to do BG's to acquire each seasons items, now a neck, ring, 3 armor pieces, and a VERY expensive trinket means you have to at a minimum cap out (75k) every season. BG's are fun in general, however having to grind BG's for 100+ hours EVERY season, on EVERY toon is just plain not fun at all. THAT is why the win/lose but do it fast mentality exist and why there are so many AFK'rs. Who has time to seriously raid PVE and have some fun in the arenas and hold down a job/school/family responsiblities. Just not enough time in a day for it all, so the path of least resistance is afk your honor, play your PVE.
the solution: step 1, was to allow s1 to be honor buyable (check)
step 2: reduce the honor cost of pvp gear by 50-70%, yes 50-70%.
you would see a HUGE dropoff in afk'rs from that change alone.
While i understand the redundancy of BG's to get rewards can be tiresome, i think your wrong about player motivation changing if rewards were easier to acquire. It would just mean you/they would have to afk less to get what you wanted.
I also dont think the current rewards are very difficult to acquire if compared to raiding. Also as a sidenote why do you want a battlemasters trinket? for pve? I dont get the appeal with those, they have no resilience, cost aton, and its such a key stat for PvP IMO.
Its not really the game setups that are the issue here tho IMO. Its the mentality of reward driven players who arent driven really by competition but more by the gear. I dont think much would change once you got into Arena in competetive gear, it would still be a focus towards the rewards by any means necessary. Whether you/they paid a team for ratings to get S3 or dodged to do it, the underlying issue here is mentality of reward driven players. You should read my blog on Gameriot:
Its really a player mentality issue, not a issue with game mechanics or design. Ideally design should foster competition, but players will always find ways around competition to get the rewards. Thats pretty much the basis of premade vs pug play these days :p