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Thick as a brick

DeepT offered me more reasons to explain my points.

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So your solution for 'end game' is to add a little more 'end game' that has such a steep advancement curve that anyone who isn't a hard-core catasser has no hope of getting very far in?

The system I imagined is more complex but I have simplified it to just explain the essential. In its complete version it starts to work in a similar way to the talents in WoW.

You do not unblock just progressive ranks but completely different roles that you have to choose. Like a new PvP class system. So you build your own path through this advancement system.

The skills/spells aren't usable if you are alone. Firstly because you cannot fill a specific rank without being in a group and voted for it. Secondly because these skills are not supposed to affect the single character, in general.

You AREN'T catassing for your power because those skills and powers have basically no effect on your own power. So you cannot catass it and you aren't going to be excluded from the gameplay.

There is no requirement to "catass", that's the main goal of the system so it just demonstrates that you didn't read what I wrote. You can advance at *your own pace* and this will *never* affect your performance or viability in the battlefield. It doesn't prevent you to have fun or being invited in a group if you aren't at the appropriate level. ON THE CONTRARY, the lower ranks will be always considered PRECIOUS because without them noone will be able to get assigned at the higher ranks.

In the practice the more you play the more possibilities and "content" gets unlocked. If you play for a month you'll just have access to a basic level. But a basic level that is always REQUIRED in the game. The higher ranks aren't supposed to be directly "more fun". But just to offer new patterns and new types of interactions. As you move up you can use them.

Premis:You are at the 'end game', you have done it all. How do you keep people intrested.

Contradictory solution: Add a new system that gives players something to do.

Problem: If you add 'more' then you are not at the end game anymore, hence you are not solving the end game problem.

This system I suggested is *solely* about the advancement path. Because they are fun and because they are needed for retention. Without being able to build something the subscriptions are going to hurt and noone will ever produce such a game that shoots on its feet.

My goal is to retain the fun in the advancement but without damaging the fabric of the game. Instead using it to bring catass and casual *together* and progressively unblock different gameplay and more dynamism in the PvP.

This isn't "content". The topic of this thread isn't about the content at the endgame.

For example in DAoC there's the ranking system and the Realm Skills. And then there's the *content* in the form of RvR zones, conquerable keeps, sieges and so on.

What I'm discussing here it's NOT about the content but about the other aspect of the advancement.

What the *real* solition will look like: Enganging and Fun that does not include gaining more wealth or power. AKA there is no advancement of any sort, but people are *still* motivated to play.

Impress me, solve *that* problem.

No, because that would completely derail the thread.

I discussed the "content" of the PvP elsewhere and it's pointless to keep derailing the threads toward other directions as an excuse to invalidate what I write about different arguments.

If you want games without advancement of any sort, go play Unreal Tournament. Mmorpgs ARE about advancement, without it they aren't mmorpgs. If you think it's okay to remove from the game an important system like this one you are just removing one of the strongest qualities this genre offers.

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