While additional content is something that drives most games forward, when you're dealing with a game that has an ever decreasing population, you have to be careful. For example, let's consider the a scenario where a new higher level town and higher levels mobs are added...
New high level town - Now you have three towns to divide up the 30-50 online players. Considering the influx of new players is relatively small, you basically have two ghost towns now. Currently you see one to two players in Valour and maybe ten players hanging out in Midgard. When Midgard was added, Wuville instantly became completely unused, so one can imagine that the same will happen to Midgard. New players will have to literally commit years to playing before they will be able to see where all the voices in chat are coming from.
New high level spawn - More of the same...the top twenty players will have a new playground and will inflate their levels to even more ridiculous proportions. This benefits very few people and serves to discourage anyone from committing to playing the game.
One of the biggest mistakes that has been made during this client's development cycle, in my opinion, is the fact that a lot of the content is focused on a small and decaying core population instead of working to bring in more players and bring them up to speed in a timely manner and allow them to interact with the general population.
As far as I can see, the biggest thing Zer could do to help bring the game back on track would be if he implemented level caps on exp gains from certain mobs, you would be able to scale up the XP gain on lower level MOBs so that as players reached higher and higher levels, the time needed to catch up with the general population would stay constant. All long-running MMOs have implemented a system like this because nobody wants to spend years trying to catch up with a general population that has a decade head start on them.
Another thing that most MMOs have implemented is a crafting system that fixed resources within main towns. For example, you need to use forges to blacksmith or stoves to cook. This is something that Zer mentioned doing long before every major player in the MMO scene did it, yet it never happened in Faldon. Of course, this does very little with the crafting system being practically useless in it's current form. If and when the crafting system is revised, this will assure that high level players will have a reason to go to major cities that new players will be. Nothing scares players off faster than seeing empty maps.
Also, if we have to add new high level monsters, let's really make them hard...as in impossible to solo. It's time to get some group play going in this game. The biggest part of this is ditching the old system of not getting EXP properly for grouping. If at this point, your biggest concern is that players might powerlevel themselves, then you're in a pretty good place considering the state of the game currently. If players received equal EXP for a kill, you could design monster encounters that actually go beyond hitting summon snakes or zerk button and holding CTRL key. Imagine a scenario where you have a monster that hits too hard to do without someone healing, spawns adds that have high resists to everything but certain schools of magic or arrow damage(if arrows were given an individual classification for dmg type). What a crazy world we would be living in if the multiplayer aspect of Faldon involved interaction beyond fashion shows in town or chat.
Last edited by pennywise (March 11th, 2010 2:21 AM)
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