Originally Posted by
derricks2
I think a ongoing system that rewards people for how long they have played that character is best. Gear based system are ok, but eventually you get the best gear and then your right back to "what makes me want to log in today?" Right now i am at that point. I have only played 2 months but I love the game, its mechanics, the way it runs..etc It has great potential, it just needs a long term mechanic to keep people playing. Expansions are too slow. 99 might be the "end game" but thats years away.
As it is now(and even with some sort of item imbuing etc like that other thread) I will still get the best gear eventually, and my character will be able to advance no further until the next expansion. Example, I make a bear to tank with. I get one of the lvl 50 friends I made to power level me to 50 in a couple of days(if that). I throw a million into the market and buy the best stuff. BOOM, statistically I am as good as the best tank in the game. Even with the item imbuing/fusing thing, its just a matter of time before I am as good/better(statistically) than the best tank out there.
However, what this system would offer is that if you had been playing your bear for a year, and I just power leveled mine up, you would have tons of kills, lets say 30,000 or 40,000 kills. At 3 stats per 1k kills over 15k, thats 45 - 75 more STR to add. Thats not counting if they also add in the "boss kill" thing. In other words, your individual characters experiences count for something. All the time it takes leveling, all the time it takes to get that gear, all the time spend grinding quests and stuff all means something permanently. when the next expansion comes out and everyone gets new gear, your and that newly PLed bear are FAR different. To start, you may have the same newest gear, but the experienced player will still have more ar, dodge, HP etc and be a much more effective tank, as he should be being more of a veteran tank.
It just makes sense. With the gear idea, you start all over everytime a new expansion comes out, with my system you get to take all that with you. Even if you DID do the retroactive thing, thats still ok with me. As long as the time I put into my character means something permanently. If I spend 10 hours grinding for gear AND getting kills for more stats at the same time, when the next expansion comes out, the gear gets dumped for new stuff, but the stats I got for my time spend getting that gear stays so that the time I spend still means something. With gear based additions, if you spend 10 hours grinding gear, then 3 months later a new expansion comes out and you go after new gear, you have NOTHING to show for the 10 hours you spent getting that gear.
Its about making a system that cant be cheated, or gotten easily. Something that cant be "grinded" or "power leveled." Getting a few stats for 1000 kills isnt something people will "Grind" because theirs no end goal to "grind" to. People will log in and play the game and the more they do that the stronger they will be. Its even because everyone has the same opportunity. Even with 100k kills and 150 or so extra stats to give doesnt make a HUGE difference. A bit more HP, a couple more %% crit, a bit more damage etc..
I want the time I spend in a game to mean something, not be wasted. I need a reason to play.
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