Games with horizontal progression must have sinks, because sinks = steady economy = steady rewards value and people want valuable rewards for their time and effort.
No one is arguing against the need of sinks, the question is only about what those sinks should be. Moreover, there is some question of where sinks fit in to making playtime feel valuable to players.
Do you remember what happened after removing decay from Firefall?
I remember what happened when it was removed, I also remember what happened when it was added. There remains a lot of debate and different perspectives on what the result was at both times.
Decay in Firefall wasn't perfect, but after balancing and changing resource and crafting systems for much simpler, it wouldn't be so painful. It is possible to create decay, that won't be painful for players, but all connected system (resource, crafting, rewards, etc.) must match together. Red5 took one system from one game, second system from other game, but Red5 haven't realized that they don't match.
Indeed, I agree that it is possible to create a decay that isnt so painful for players, provided that is one of the goals of a game.
That just isnt something we are looking to do here with Em-8ER.
At this moment, we don't know much about Em-8ER. It will be MMO+shooter, but we don't know in which proportions.
One thing we do know is that Em-8ER will not be an MMO.
Sure, but you're missing the point. WoW at some point introduced something like rested XP. This was to prevent people burning out on content. This also shows the genius of the people designing the refining/printer design. It was rested XP 2.0. Very few picked up on this.
Very sneaky.
The story of rest XP is well known to me, both from reading about it years ago and from discussing it with Grummz is recent months.
Worth noting that-
"In the beta version of the original world of warcraft game, rest did not exist and experience was designed to prevent players from playing more than few hours in a row. Experience gained was simply halved after few hours. However, beta-testers did not like it and rest was implemented, giving instead 200% of experience for few hours, which Blizzard's developers later reported as being the
"same numbers seen from the opposite point of view" "
The lesson I got from the rest XP story was that there is a way to implement very similar behavior based mechanics using positive reinforcement as opposed to negative reinforcement. Which I do not personally believe that lessen was properly applied to the refining/printer design of either the patch 6 to 9 timeframe nor the 1.0 versions of firefall. (btw, I think your "gem" idea is a reasonable reflection of the lessen learned there)