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  1. #1
    Player
    Dale's Avatar
    Join Date
    May 2012
    Posts
    238
    Character
    Jeremy Dale
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Eekiki View Post

    How? The name of the game is make something take a person enough time to complete so that they are, for the most part, not doing everything that can possibly be done faster than SE can release new stuff for them to do. With a game this young, how is that done without some kind of mechanic in place to slow or halt progress after a certain point? Don't just say "the way they're doing it is wrong". If it's wrong, what's the right way to do it?
    This game really isn't that young. It's been out for years. It's just taken it several attempts to become acceptable to a wide audience.

    But that aside, there is always the most obvious way - which is to make the actual progression of your character take longer to complete. That could be done in too many ways to name such as slowing experience gain or making more of the world content relevant. Allowing more cross abilities to be utilized would also be a good way in my opinion. But a few obvious examples in this particular context would be to simply increase the amount of items needed to buy gear or add a greater variety of rewards to achieve. There are a whole host of ways to make content last that wouldn't include caps on what players can do per week.

    But to be honest I don't think these caps were added as a way to counter the need for new content anyway. They are just a sign of these times we live in, where people want to feel they can get the same amount of rewards regardless of the time/effort they are willing to put in. In other words, it's an appeal to those who often describe themselves as casuals who don't want to feel disadvantaged.

    I think that's what these caps are really all about.
    (0)
    Last edited by Dale; 01-16-2014 at 06:55 AM.