105554-if-a-player-paid-for-end-game-boost

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			....would you recruit them to your guild? 	
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			Sure - simply do a test-run afterwards. If you have no guild/fixed group it's very hard to get attuned.	
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....would you recruit them to your guild? 
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			Absolutely. Leveling in MMOs these days is pretty much just a formality. It will teach you some basic stuff about the game structure, but it won't teach you how to play your class at endgame.	
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			If you can't be bothered to do it yourself, then I don't need ya.	
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			I contemplated hiring mercenaries to get me through attunement, but then realized I'd be doing myself a disservice.  While it would be fun climbing on someone's back and being carried through the scenic tour for a price.. afterwards I'd be in worse shape because 1.. I didn't build a rapport with a team, and 2.. I really didn't learn anything useful along the way.	
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Chua would subject Human to science.
If passed tests then can be member and keep raiding.
If failed at "not stand in red", then will be subjected to new series of tests.......hehehehehe	
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I used to feel more strongly against people who bought their character, but after spending time in an endgame progression guild in WoW, it's not always a case of a bad player being lazy and buying power, it's sometimes a really good power-player cutting the BS and getting directly to the part of the game they intend to play.
 
It would ultimately be a non-issue of developers started designing MMOs without the character levelling process and came up with gameplay and progression that wasn't gated in the same tired way.	
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It would ultimately be a non-issue of developers started designing MMOs without the character levelling process and came up with gameplay and progression that wasn't gated in the same tired way.
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More accurately you mean "brought back" instead of "started designing"
 
SWG is the biggest game I know of, but there used to be a lot of "level-less" games. Technically speaking, City of Heroes was most of the way there as well, if you count the sidekick/mentor system.
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they fell out of favour because new gamers wanted more of a cookie cutter idea where your character was directed to the "best" result. so, less complicated because you didnt have an array of choices, you were directed, you got to train prepackaged level gated skills so not as much thought involved. its why the original "talent" based tweak system in WoW is what it is today. 3 choices per pre gated character level.
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I used to feel more strongly against people who bought their character, but after spending time in an endgame progression guild in WoW, it's not always a case of a bad player being lazy and buying power, it's sometimes a really good power-player cutting the BS and getting directly to the part of the game they intend to play.
 
It would ultimately be a non-issue of developers started designing MMOs without the character levelling process and came up with gameplay and progression that wasn't gated in the same tired way.
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			*gets out his cane*  Back in my day.. *shake cane*  Max level meant nothing to understanding your class.  Hell, one MMO spawned a nickname for the condition.  They called it "Huntards".  Leveling 200 levels don't mean you know what you're doing, just means you can click a mouse just enough to kill something infront of you before it kills you.  *shake cane*	
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I remember a shop owner who paid 14k for 2 EQ accounts since they were all pre-done.
 
 
It's existed for a very long time. (i still think he got ripped off, but he was trying to brag about it so who am i to judge)
 
 
I lie.
 
 
I judge.
 
 	
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Then just play a pvp based game instead of an mmo and buy the toons. That cuts out all your work that you say u don't want to do anyway. LOL, HON, DOTA etc...
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That's a big part of why those games are so popular, but not for me specifically. MMOs with more creative progression include SWG(you levelled and unlevelled different classes and multi-classed a single character into 2 1/2 out of 18ish), Runescape(seperate levels for multiple combat and non-combat skills for very diverse character progression, quests designed for both combat and non-combat characters), EVE Online(again skills are levelled seperately & on a real world scale of weeks and months for some, with a focus on currency beyond skill benchmarks) and Guild Wars 1 + expansions(a cursory 20 levels that taught you game mechanics, with a larger focus on collecting rare skill drops around the world & synergy between player builds for group content).
 
By the way, your logical fallacy is Black & White.
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I know my guild wouldn't. 
 
But I can imagine others would.	
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If these other games give you what you want why are you here? If a game does not have what I want I go play something else.
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If you actually read my posts in this thread, I'm not saying I dislike Wildstar. I give examples of game design that ignore or marginalize the concept of character-level-based progression. Suggesting a game design that minimizes or eliminates the concept of buying someone else's account to skip progression is not an insult to Wildstar. You're starting to go off-topic and attack me personally for no good reason.
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			I would say that a person who's willing to pay for an instant boost to max level is VERY likely not have the kind of patience required for dedicated raiding or other end-game activities. Even if they were allowed into the guild, they'd be on VERY thin ice for a long time. They'd spend as much time proving they were worthy as they would leveling up before I'd trust them.  	
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Whether they boosted to level 50 or Quested for it doesn't matter to me.
 
The things that matter is how well they adapt and how they fit with the rest of the guild.	
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