Post#73 » Tue Apr 23, 2024 2:18 pm
I am confused overall, KPI, because from my POV, this game is relying way too much on "nostalgia". Changes are not happening fast enough. And one has to see here, that with every day passing by, the whole game design and graphics become less relevant.
It's evident that our game needs to evolve to stay relevant, even if it means encountering resistance from those deeply rooted in the past. While nostalgia holds value, relying solely on it won't sustain the game in the long term. We're in a unique position, with no other game offering similar content. But to transcend being merely an antiquated, unbalanced game resembling a backpack management simulator, we must be open to change.
I'm not advocating for big overhauls like the current ability rework being pushed (nor against it). Instead, I believe focusing on smaller adjustments that enhance user-friendliness, improve backpack management, and introduce beneficial features like the currency system are a good direction. The objective is for players to enjoy the game in its entirety, not just certain aspects of it. Locking gear behind specific content, as we've seen with group ranked, has caused problems.
However, eventually, some changes have to be made, including to the classes. For newcomers, our game offers immense depth, albeit with its own challenges. Each class provides unique experiences and learning opportunities from a metaperspective. With the wide array of content available, some classes are undeniably more difficult to master. In terms of NB: For example, the Ironbreaker (IB) class demands exceptional skill due to its complexity, posing a challenge for many players to excel with. While resistance to making the game easier may exist, it's crucial to acknowledge that addressing the difficulty levels of certain classes doesn't necessarily mean compromising the overall challenge. Instead, it can broaden accessibility and enjoyment for a wider range of players, ultimately benefiting the community as a whole.
The game faced issues during its live phase, largely due to design choices. As a veteran, phrases like "it was like that on live" raise red flags for me. It's frustrating to see examples like the "vision of cone" being pushed with such reasoning. Having played many other games, I believe that simply displaying a text indicating that your target is not in your vision is an outdated design choice. It feels like a compromise that doesn't contribute to bringing the game into the modern era - hence not appealing to any younger generation.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP