I also noticed some of her "valid points" aren't even valid.
Horizontal Progression
- New Items/Weapons/Armors
--- Negatives: Possibly Weapons/Armors you don't need/want
----Counter Argument: Someone will always want that piece weapon/armor.
- Old Recipes/Crafting Skills
--- Negatives: Same boring stuff, capped and bored, floods markets, ruins economy
----Counter Argument: So they can't add in new recipes?
- Old Gathering Locations/Items
--- Negatives: Same boring gathering, nothing new, why gather anymore?
----Counter Argument: They can't add in new materials?
- New Dungeons/Mobs/Challenges
--- Negatives: Could be fun, and could be a complete waste of time, with no drops that you need/want
----Counter Argument: So its not fun unless you get drops you need/want? Then once you have it, where is the replayability?
- New Maps/Areas
--- Negatives: Even though its a new map, you cant use repeatable mobs anymore without them feeling like the existing mobs. You negate the ability to re-use mobs and increase ranks/give new skills to.
----Counter Argument: This negates nothing. You can still always use the same mobs, just reskinned, how many companies already do this?
- Old Skills
--- Negatives: You occasionally might get new skills, but you are limited in what you really can add since fixed rank
----Counter Arguement: None, this is the only one that makes sense.
Vertical Progression
- New Items/Weapons/Armors
--- Positives: The new Weapons and armor will be better than the existing, and there will be something to achieve
----Counter Argument: And in 6mo to 1 year, will be replaced again, so hurrah for something else to de/vendor/whathaveyou.
- New Recipes/Crafting Skills
--- Positives: New Stuff for crafters to do, New Items in the market place and New Skills to achieve
----Counter Argument: And that old stuff will never be made again, except for niche markets.
- New Gathering Locations/Items
--- Positives: Keeps gatherers in business, keeps crafters supplied, gives new skills to achieve
----Counter Arguement: Again, niche markets for older materials/locations.
- New Dungeons/Mobs/Challenges
--- Positives: Gives players something to strive for, those few new ranks that allow them into the new content and can introduce new and harder challenges
----Counter Argument: Higher level =/= Harder challenge, that same content could be scaled back in level, and given to the current cap.
- New Maps/Areas
--- Positives: You can simply do more things with more maps/areas, more quests easier, new cool challenges can be made on those new maps and they don't feel like of its another Rank 80-90 mobs area...
----Counter Argument: Again, you can still create new maps and new mobs. FFXI did it time and time again.
- New Skills
--- Positives: Developers can get more creative and they can simply make new ones more powerful giving more things to strive for
----Counter Argument: Ultimately ending with every class/job having 70 odd skills plus an IWIN button just in case. How many is too many? When is enough skills enough?
/end


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