Yea some of the WS are unimpressive, but it's more content for people that want to be the best they can. Even if you dont use the WS, the wepons themselves are still good. Good enough to spend all that time and money on? Thats up to the player to decide.
I was thinking about this more and I finally wrapped my head around exactly what the formula is that bothers me so much about things like relic weapons.
The formula for objective based gaming experience in a MMO should look like this.
Time spent to finish the Quest = X
Difficulty of completing the Quest = Y
New or fresh content introduced during the Quest = Z
Reward for completing the Quest = Q
(X = Z)
The value of X should correlate with the Value of Z.
More time spent in a quest should equal out to New or Fresh content introduced. This doesn't mean SE should introduce 8 new monster types for 8 hours game play But it does mean that forcing a person to stand in a room for 48 hours with out seeing anything new would not be a proper example of quality gaming.
(Y = Q)
The value of Y should correlate with the Value of Q.
The more people needed to complete the quest and the odds of successfully completing the quest equal out to the end reward. In other words ignoring how long it would take to get everyone together what are your chances of completing the Quest and how much help is needed. The more people needed and the lower your chances of surviving the task should return the value of Q.
Say there was an NPC that for free teleports you and your entire LS to a big room with AV in it. You would still lose the fight.
(X != Y)
In other words the concept that time spent equals difficulty is irrelevant. Time spent should ONLY equal out to fresh or new content. Time spent doing a quest should be used as a measure for the developer to know how much new or fresh content is needed to meet a certain standard of quality.
So what bothers me is when these things are grossly ignored in the name of artificially lengthening game play. When it becomes too apparent that X does not equal Z, and that Y does not equal Q and when the Value X far outweighs the Z Y and Q together to a point of unbalance is when I become Irate. I consider this poor design.
The Ideal formula
(X = Z) = Aesthetics, story, Atmosphere
(Y = Q) = Game play
Two separate systems that work together in tandom with out conflict.
Relic weapons fail on nearly all fronts at being quality content. Edited, Mar 9th 2008 5:19pm by thorazinekizzez