
Originally Posted by
Serancha
Current issues
For the last few months, player interest has declined to an all-time low.
This can be seen clearly by the number of guild hoppers bouncing between guilds, the steady decline of online players (last night there were 12 out of 300 on my F/L online during North American prime time), and the #1 ranked guild for most online in the 7 day range is 22% below what it was a year ago.
Even considering that the economy always crashes as soon as an expansion is announced, much of this decline has to do with boredom - too little variety of maps to farm, too little loot of value to farm for, and too little challenge.
We have 3 new maps being added for the level 46 cap, and this is not going to hold people's attention for long. There is talk of a lot of potentially farmable stuff, so what's the deal? Are these items all going to squeeze into the three new bosses, leaving people groaning at the tedium of repetition?
Proposal
Why not take all the lovely elite maps from ALL the other seasons, and instead of having them easy enough for a naked level 20 to run with no viable loot, scale the mobs up to 46 like elites should be, and populate ALL the elite bosses in the game with viable loot. This would add a ton of interest and variety into the game, allowing for people to choose what they want to farm and where. If all maps were equally challenging (as far as mob level goes), and all had loot we could use - it would provide a lot more purpose for this new "skip-the-leveling" feature.
I have never seen the point of having low level elites, and wasted maps. Having maps with useless loot and one-hit-able mobs is a waste of space and bandwidth. It wouldn't take a lot of resources to scale things up, since the coding for scaling mobs is already present for tombs and other maps.
Are there any reasons for this not to be implemented? It may just fix the problem of severely declining player interest, loot distribution issues and a lot of other things.
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