Hi, I love this game, and I wish more people played.
I think when people choose whether or not they want to log onto SK, they justify the time spent versus productivity, right? The same logic process behind why we do anything. Some examples in random order may include the following: - Are there people to interact with? - Are there areas to explore? Loot to gather? - Are there characters to PK? - Are there characters that can potentially PK me?
I believe changes we make should be aimed at retaining the player base, by giving incentives for logging on and do something, because: - Most of the characters that log on recently are all Grandmasters - therefore, Happy Hour provides minimal incentives. - Most of the characters that log on recently are Heroes and/or Paragons - therefore, most likely won't get more enlightenments and with the leadership positions (automatically earning tokens) there is no need to go out of the way to earn tokens. - Some characters can log on but won't, because greatly outnumbered - therefore, no point, other things to do, plenty of free games, free shows to watch, go outside, etc..
I think if you spend time implementing features such as duelling, it will be fun for a while, then the novelty wears off. Same deal if you implement vampires as a race and ninja as a class. There are limited imms with limited time so we cannot churn out areas monthly. - Most of the characters have seen the end-game areas by now. - Most difficult areas in SK are defeated by 2 classes, mercenary and priest. Besides the mandatory lock picking classes. - Almost everyone has seen all kinds of different combinations of RP.
SK is a harsh game. When killed and looted, it takes time to recover. The enchanting changes was a step in the right direction (imho). Now that twinking is at minimum, it comes down to loot. While there are exceptions to the rule, people (player characters) don't mind being killed nearly as much losing that nicely enchanted suit of armor, weapon, and/or trinkets. - Most people who play would participate in PvP more if there is some safety net. - Most people would participate if they have a fighting chance.
These are the changes I hope to see:
- More quests that are similar/comparable to the Pilgrimage and Dragon Slaying quests. More of these, please! Very elaborated long quests with worthwhile, life-time reward for that character. Pilgrimage reward useable by anyone who completes the quest. Not useable by other characters that have not completed the quest. Maybe in the future even make them personalised. Please make repeating these quests worthwhile for those that have already done them too.
- Re-evaluate incentives for playing SK / having a longevity character in association with loyalty tokens, please. Leadership positions should be given to those that want to do so, not because it lets them earn loyalty tokens automatically. It is unhealthy for the game for people to go for leadership positions because they give tokens.
- Incentives for longevity in SK should be something similar to: 1-10 years of serving the Hammer, you get a suit of tanso-steel armor with slight magical protection. 11-20 years of serving the Hammer, you get adamantite suit of armor with moderate enchantments. 30+ years you get other enchantments on top. Characters can go gather rare crafting materials in SK world and have them crafted in case of PvP looting. This is already in the game in some aspects. Give us reasons to be online and tangible stuff to work toward.
- We have the right ideas for Cabal HQ defense but we still need to work on City defense. Most veterans would tell you that it takes 1 to 2 capable player characters to defend a Cabal HQ, and historically this is true. Please make it so City defenders that are outnumbered have a chance. Guard NPCs at 'home' should have more hitpoints and/or fighting abilities, and scaled accordingly when on the attack.
- You have played RPGs before. Not all player character purchasable henchmen are the same class. Warriors get healers, healers get warriors, or bowmen, etc.. In SK we just get meatshields. Bounty/Guard NPCs should be the same level and same equipment, save different names/descriptions. Join for the RP not because Lazeran has energy pike. Again, this is already happening with Cabals.
- Do the same thing with pets in SK, please. At the moment after extensive testing personally it comes down to 1-2 worthwhile pets. You more or less know which pet to buy when it is the one Finney keeps in company. This is the same story we had long ago with the wyverns (?). Please standardise the pets. The non-flying ones capable of bash should have so much hitpoints. The flying ones should have this much. There is so much diversity in SK and at the moment it comes down to 1-2 pets.
- Get rid of bounty guards draining and having to make coin to fill the coffer, please. It is not fun to drain in order to have no enemy bounty guards and it is not fun to make coins to support the drain. Unless you invent ways for us to gain territory and/or make coins by repeating significant, elaborate quests.
- Can you please test voodoo with immortals? I will trust your assessment when you tell us that you have done so, similarly with the dehoard code. At the moment, it is possible and quite easy to get sufficient mana boosting gear and outright type in 'c voodoo dude' to one shot a victim without a doll, and in the safety of guards, friends, protection, etc. A substantial amount of player characters can be one shot without a doll. This makes us, players, to play in certain ways to get around the problem, or to not logon, because it is very difficult to defend against this.
- Massive damage with a doll - okay we deal with it. Massive damage without a doll, please no. This has the potential to create a downward spiral for the losing side where they cannot recover. Imagine if you play SK, you make enemies, and they decide to type in c voodoo yourname and have the option to take all your items. Please test this one.
- Can you implement a toggle so that we can choose to not see the tags on our end? SK has a great charm because the environment is in character. The whole [HRQ] [PAR] [WAR] [LGN] [HAM] etc affixed in front of names really takes the imagination away. There are five tags I have listed that can potentially go together on one character. In this instance, less is better imho. I understand their importance so I have suggested the client side toggle only.
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