Report Viscosity - the magic of lands in Seal Of Six Posted March 14, 2014 I must concede insofar as that any given organized activity towards the removal of viscosity, however artificially so, still partially fulfills the purpose of viscosity. Yet still, viscosity has a goal others than its own removal, or the only reasonable argument that could be made would be the removal of its entirety. While the reduction of the perceivable game world is a powerful threat, it is one that is more likely to be answered by an immediate approach, travel for the sake of reducing viscosity, rather than a purpose-oriented one, the enrichment of those locations that lack activity. At best. Here, viscosity is being seem as a disease where it is but a symptom; either the actual problem is deemed unmanageable and viscosity must be removed, or it is deemed manageable and those initiatives necessary are put forth. Viscosity is only fulfilling its role when it is being a bother, and can only be considered to have fulfilled that role when it no longer holds any sway. If the suppression of viscosity depends on activities that would cease with its end, then it is not a solution. Your point of view as expressed in "If ppl is not interested in some locations ... then ... we don't need those location" is an entirely valid one, alas, I'd rather believe that every given scene has a purpose, may or not have those individuals who are attached to them, and may or not hold allure to a new player. To hide a scene is to castrate the game, and though those individuals that are fond of a given area might try and push activity its way, some scenes may altogether fade from the perception of younger players.