Ahem. This post took a little while to write, and I had to leave in the middle then come back to it. Apologies if I missed something, etc etc. At the bottom, the bold part is the most important part. Also serves as a TLDR
Generally, armor/gear/scales are limited to classes and level. If you want a certain piece of armor, you have to
1) Be of a specific level to wear it
2) Either kill the mob that drops it, or get the thingies you need to craft it.
3) In some cases, be of a certain 'class'. Said classes defines core gameplay.
That's about it. Furthermore, armor/gear is one of the bigger aspects of character progression. You get stronger by leveling up and acquiring better equipment.
What is similar between these? Core gameplay. Class, level, and acquiring the shinies heavily influence how you play the game. It's the difference between someone leveling an alt, someone who kills 'end game' mobs every so often for fun, the one who is fully outfitted in shiningful shinies that shine with a shiny shininess, the one who crafts the shinies and makes a fortune off those who don't craft...and so on. Dragons don't have classes for the time being, so we'll leave that out.
Only in Istaria have I found that armor is limited to a certain quest - RoP/ARoP. The previous paragraph establishes my belief that the requirements on equipment should -only- be from the core aspects of gameplay, else it is arbritrary and should be looked at. So, what is it about the ARoP that dubs it a part of core gameplay? What gives it the right to limit players from anything else than the rewards the quest itself gives?
ARoP, imo, doesn't influence core gameplay enough (or at all) to make it a viable requirement to limit character progression the way it currently does. Admittedly, the quest is rather unique - but that doesn't justify it doing whatever the heck it wants.
The ARoP gives - A nice crystal, increased fly speed, a minor armor bonus, a Resurrect ability, a Mez ability, a health bonus, a new breath ability, and (I've never been able to confirm this, someone correct me if I'm wrong) some raw stat bonuses to str, dex, etc. For hatchies sake, including the RoP you get flight itself, a health increase, +20 to primal or TC and then minor resistance boosts, and the Shield of Gold ability.
Concerning flight, which I feel deserves its own paragraph - I recently did the new Drain Bolt quest on both an ancient of mine (heavy melee build, I use him to tank and smish pretty much everything), and my hatchling caster - 2200 health self buffed, 2k power, just below 2k primal, somewhere around 1500 armor. It requires you to run around and kill Tibur, Mohs, and Umyarr in the ED. That's no short run! My hatchling did it in under 30 minutes. I didn't time my anicent when he did it, but it was with two other anicents. if I recall, it took quite a bit longer than 30 min.
Referencing Azath's words about there being hatchlings that are tougher than anicents. In my post, that there are some hatchlings who are equal to, able to beat, or just a smidgen behind other anicents/adults means that...ARoP/RoP has very, very little influence - if any - on core gameplay. Therefore, it should not be something that limits character progression the way it currently does.
Some rebuttals: It could easily be a flaw in the ARoP quest itself. It comes down to personal preference there, I think. On one hand, I think playing as a hatchling/adult/anicent is a playstyle choice that shouldn't limit character progression. On the other, I can see where anyone saying that you should have to progress to Anicent to access some things. To me, RoP/ARoP have been giant lore quests that have very minor influences on combat.
I know the beginning of the post referenced games in general. I also realize that games -can- be different from each other. In that case - if Istaria is the type of game to attach combat prowess just to quests - errrr that's a whole other thread by itself...Admittedly it does seem that way, seeing as dragons get GR, etc from quests. But, the vast majority of those aren't limited by RoP/ARoP. Furthermore, the quests are abilities/passives, not craftable armor. Differences, and so on, but I can see the view there.
Slippery slope much? This is only concerning hatchlings and adults wearing t6 scales. I've never expected a hatchling to have something that is a direct reward of the ARoP or RoP (Shield of Gold, the ancient crystal, fly speed, flying itself, etc).
Just because something was, doesn't mean it must - or will - stay that way. Look at all the changes we've been getting recently.
Isn't every suggestion ever essentially 'this is how I'd prefer it'?
Just singling this out a bit - you're the only one I've seen who has actually said that, even if it's in quotes. Again, saying 'The ARoP is easy' does not equate to what you seem to think it does.
I don't think anyone in this thread would be here if they didn't care
In short - I feel that the only thing that should limit the progression of my character's strength is my own willingness to put forth effort, and my own personal skill.
Anyway, there's why I think hatchlings and adults should be allowed to wear t6
As for the actual difficulty of acquiring the t6 scales - I think one hour (or slightly more) per scale - for a total of 10 hours for 10 scales - is a good rate. Not including component hunting. t5 takes less than 10 hours, and I don't think the time taken to get t6 should be exponentially mroe than t5. At most, only as much as the stats increase. I've been too lazy/busy/demotivated to look at the exact numbers, but it -seems- the t6 have 2-3, possibly 4? Times the stats a t5 has.