Hello, As a follow-up to the podcast about the "time vs skill" controversy, I would like to suggest MMO designers an idea that might solve it, at least partially. I'll go straight to the point: "Gladiator" gear could be available for free to anyone who desires to fight in an arena, but they would not be able to use it outside of arenas unless they actually succeed in them, to keep the achievement factor alive. This could have both a role-playing justification (quartermasters provide nets, tridents and harnesses to the gladiators, but only survivors can walk away with them), and a gameplay justification (this makes the arena meta-game as balanced as the arena can be, while the reward favours gear discrepancies outside of it). What do you think about that kind of mechanics? Would it put the MMO genre at a risk from a business point of view? What would be the impact on the various types of customers? Thanks in advance for your comments.