My thoughts exactly... for a small, friendly pub, it seems more efficient to keep on serving the same "good enough" beer to the usual customers, putting a sign "good beer here" at the door, hoping to attract new costumers, rather than trying to obtain that extremely rare liquor, in the hopes of keeping Mr John Doe who has been drinking that beer for months and has gotten sick of it.borg9 wrote: Is it the pubs fault if it not fun? If the pub provides enough facilities to entertain the majority of its customers, should it add a pool table to be like the pub next door?
In other words, it doesn't look like (at least to me) that adding new ways to entertain/keep/etc. hardcore and veteran players -- in the sense of achievers and levelers specially -- is a priority now for the developers, they seem to focus on core aspects of the game, and they have enough features in game to keep a large portion of the players happy. As sources of income, a high level player that plays 8h/day or a casual new player, they are both the same. If we assume that one of the main goals of the company is to maximize incomings and minimize costs, it makes sense to think that high level players (which are more or less bound to leave eventually) are less "interesting" that keeping a flow of new players coming into the game.
I tried to make a fast list of "incoming" features in a short to mid term. Only two words come to mind: PvP and outposts. I have read all the articles, links etc. A few of them are bugfixes, user interface enhancements, etc. One may ask "what is the biggest feature after chapter 3"? ryzom ring, we hope. Any thing else? new races, new skills, new areas, lvl 300 mobs? we don't know.
Personally, I still enjoy the game. Not as much as I did severarl months ago, but that's natural. I guess that if one day I don't like the beer anymore, I'll start going less to the pub, and maybe eventually give up drinking. In the meantime, I'll enjoy what's there, but that doesn't mean that bringing new beers will not be appreciated