John B Knight
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- Jul 9, 2007
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- John Black Knight
there was no need to devalue items at all, no need to constantly restock the ever same items - they could have just diversified, been creative, branched out the supplied professions and advanced the levelrange - they made the game faster to skillup without ever thinking of moving the gear along atleast at the same speed - either the skillspeed needed to be reduced or the lvlrange enhanced but not the running on the spot approach.active/afk gameplay isn’t the issue. Theres plenty of active game play. Theres plenty of afk gameplay. Yes they should have the regular afk mission chain AND this as a secondary event/instance. None of that is an actual problem other than by only having this instead of both you lower the cycle rate, money Mindark makes etc.
The actual problem is 2 fold:
1) not enough marketing/new players and being able to retain new players long term. This is what leads to lower demand and therefore lower mu. More consumers chasing few goods prices go up. Same number of consumers chasing more goods prices go down.
2) don’t devalue the end goal items. Flooding the market with UL gear, then making exceptional versions, but then throw in a vendor that’s empty at all times.
Twen was a horrible idea. Removing the afk mayhem instance was a great way to tank mindarks income. And all they had to do to fix it all was market the game, retain players, and substantially increase the pull cost of an item every time it was pulled.
this assault mayhem will be fun for the half dozen people that actually enjoy it but the rest of us will pass and focus on migration
so while active gameplay is a great thing to have, i agree that removing a big chunk of mindarks income stream without having established a new one seems like driving a car towards a wall and choosing the accelerator instead of the breaks...