Re: The DP system should really be done away with. This is why...
Posted: Fri Oct 02, 2009 4:29 pm
Not aimed at me, but you´re right, we should propose other solutions.razorfang wrote:So what would you suggest, to attract those new players. Bearing in mind that a lot of MMO players don't want to be held by the hand by established players.
I´d say at first the game needs to have the things finished that were promised by release and never came. We all know what these are. So theres no point in counting them of by the fingers again.
If these things are finally done and the game has a good solid ground to build upon, then other any more fit for the "mass market".
But as opposed to just copying other games in mechanics and play style, Ryzom should have its own brand of these things.
Its own flavor, so to speak.
For above all, and I think you´ll agree with me here Razorfang, stands the need to remain unique and true to its original vision.
The new Newbe-Missions are a good start, I think now.
For as opposed as I was at first, I´ve come to realize that they do serve a purpose and do not somehow "spoil" things for newbes. I admit to being wrong on that account.
It has been said before, but what the game needs, at least in my opinion, is not faster or safer leveling.
Its more diversity and chances to do other things than leveling any given skill, or at least more variation to said activity.
Things that come to mind from earlier discussions are:
More variants in "clothing". We´ve seem that such can work quite well in LotRo.
Changes to the MOBs behaviour, especially the Bosses.
Changes to the 4 Bandit-Bosses, variants to the tactics needed to kill them. (this could work even for animal-bosses)
Changes to existing skills, meaning for example "Alchemy" as a new "Craft".
More skills that change the way we "need" to play. For example some kind of Sniper-Skill for Gunners, or some specailaist skills for multiple 250s in some branches.
A better documentation. The last changes made to Silan and some texts on the main-land were a good start, but still don´t seem to be enough. People still have trouble learning some skills. And, frankly, changing the craft system, or foraging just because some people don´t quite get it would be a bit over the top.
More advertisement!
But advertisement needs money.
Money is generated by more players.
More players come only with more advertisement....
*sigh*
And you´re sure, yours will?razorfang wrote:Ok, those are ideas, but I don't see one of those ideas having the ability to attract new players.
Ah, of course you are, how could I even ask.
But please explain just how they will.
Up until now you haven´t really explained that.
You just said "the most successful game has it so we must have it too".
Is that all?
CU
Acidiel