A excellent point. I think if they can increase the content in a non linear way that would be best. It does not solve the problem of increasing the amount of specific content without creating a growing barrier between a new player to that content and a the furthest along content which is why people seem to like the idea of a 'catch up' of some sort. I understand that the idea is that people don't skip the content otherwise why not just wait until you can skip over in a few months, but likewise if your raid is stuck because they only raid 3 times a month due to conflicting schedules then it encourages people to leave the guild. Maybe a single raider uses several guilds as jumping platforms to reach the highest content. If that is what they find is fun, great, more power to them. Most likely people will want to play with their friends, however, which discourages leaving and joining new guilds so quickly. While playing world of warcraft there were several guilds you could 'buy off' to run through certain content, acting as sort of raid mercenaries to get you through. alternately raid lockouts can make a guild spend more time doing previous content, attempting to bring up a second group of raiders (A great idea as a guild leader as the competition for primary raid spots will encourage people do their best all the time). Ultimately, a flat, sprawling endgame means that if players take a break they come back where they left off, not adjusted for inflation. Clearing cutting edge content a year ago may be two raids behind, and your guild mates may choose to leave you behind so you don't slow them down. It is a series of compromises. Alternately, if Carbine decides to increase level cap and add new zones in expansions, one method that will prevent raiders from losing equity is already implemented: Socketed crafting. For those of you who don't know, much like the SWTOR system, gear will have socketed slots to fit in nodes. The nodes will give a certain amount of stats, but require power for each node. More stats costs more power, and some nodes can be added to give extra power. Taking this into account, new gear after an expansion could have more power but weaker nodes then last content's raid gear (allowing raiders to salvage their nodes for a power boost on the new gear), or they could have less power but better stats for lower power requirements (allowing raiders to get better stats on their epic pieces and have some extra power to socket more) or they could have extra sockets (allowing people to boost the power via sockets and use their epic raid nodes). All of this would give advantage in the earlier zones of a new area while leveling off, and allowing people to feel like the time clearing that one last raid before the expansion was not wasted. Equity is an interesting thing, but it was looked at only Statically in that article. If you had gotten a horse, then taken a year off and came back and everyone had horses, should you feel your horse was less special? I can understand wanting to make hard work achievable by anything other then an equal amount of hard work. I can also sympathize that once ahead, a high powered guild can not be caught up to if progression requires all the content to be cleared. If only five guilds down the super secret special boss before the new content, it is pretty sure one of those five guilds will get the world first on downing the new stuff. TL;DR - everyone has a different preference for what content people should be able to do. There is no way carbine is going to make everyone happy, but they will do SOMETHING. If you don't like the specific way they do it, maybe try looking at it from another point of view. Everyone has a valid point, so if someone else likes it, maybe it isn't so terrible.