... and consequent cash flowing.
1. Halve EXP requirements for leveling up from level 60. This will prevent people leaving, will promote Character Slot, Respec, Mount and general buying. Level out the grinding for the generally hated Vigilance Quests from 16 required repetitive missions to 9 per tier (3 tier x 9 missions x 4 areas are enough and people will be content enough to not skip areas and curse).
I'm sure that income coming from EXP boost packs provide far less money than what will be gained with other content (again.. Slots, Respec, Mounts, Refining, Rerolls, etc.) if people just be happy to play the game and not prone to leave; it's just basic economy.
2. Remove equipment drop (except Artifacts) from epic dungeons and provide 5000 RAD + 1 Lesser Resonance Stone for T1 and 5000 RAD + 1 Resonance Stone for T2. Majority of people (90%?) don't know how to salvage items so they will just be unhappy with their loot. Consequently boost Seals giveout to let people buy T1 and T2 equipment from vendors. People will not get rich for running a 40 minutes long dungeon, but they will be more engaged to attempt one. It's just a small boost to let people run more end game content and be hopeful enough about the game to invest money for refining, mounts and so on.
3. Superior Potion of Healing must provide 25% of Total Max HP (PVE, don't want to mess with PVP), this is the least you can do to make them worth. DC will always be necessary because 25% is still poor and they will always be necessary as mitigators; this will also balance (just) a bit epic content with less people angry for being unable to run it; then no need to rack your brains at game balancing. Also this will not affect buyout of Stones of Health since they will still be useful for premium experience (25% to 100% = no question).
These are the three most essentials things to change.
Remember that an happy and hopeful person is more willing to open it's wallet than a 'I want to leave this mess' one. This game can rock if taken care of because the basis it's very solid, it's a mistake to leave it erode.
Hope this will be listened and help out.
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Comments
1) Sure.
2) What did you smoke? Totally not good - why penalize everybody for the ignorance of people who can't even be bothered to do tutorial quests?
3) Sure. Or - alternatively - give DCs a kind of fastpath through Campaignistan that doesn't completely skip it and, more importantly, doesn't cost two days' unskilled labour's wages (in high-wage countries..). Might also come in the shape of a, say, BoP 75% discount coupon for the three campaign tokens given to DCs, and DCs only, when they fetch their ArtiOffhand. Then we'd see significantly more of them...
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
As part of that, tone down the difficulty of all the regular monsters in WoD, IWD, Shar and DR. Make the campaign quests soloable, and something people can actually run through in a given night. Right now, the difficulty of the campaign areas almost necessitates grouping (and with the increased of 50% in enemy HP in these zones, you HAVE to group if you want to do them in any sane amount of time), and it's an incredible turn off and unbelievably frustrating for people who otherwise viewed the campaign quests as ways to progress their toon through solo play.
I'm fine with the HE's in these area being "hard" for solo players, but it would also be nice to see all the encounters in the campaign zones be given worthwhile rewards.
And lastly, as they look at improving rewards, they need to consolidate all these silly RP stones. Eliminate all the artifact gear, artifact and enchantment stones. It's just silly and a waste of time, as I pointed out here.
Just go back to the refinement "gems" (Pearl, Peridot, Aquamarine, Sapphire, etc.) and then hand those out as rewards for epic content, and let people chose what they need to work on (artifact, gear, enchantments)...as it stands now, what good is a resonance stone reward if I really need to upgrade my artifacts or enchantments? Not to mention the fact that I don't need 150 bag slots occupied by RP stones (there's almost 50 different stones, times 3 when you consider you'll end up with BoE/BoP/BoA versus of the same friggin stone.)
While your comment is correct, getting all gear from Seal trader only is - in my book - even more tedium with the last chance of a lucky strike removed. ADDING that RP thing however, sounds OK-ish. But please consider that even for mere HEs and dailies you get four digit RP - so for the effort of a Dungeon the RP reward would have to be well into the five digit range. Admittedly, the same holds true for the AD earned by Skirmishes vs. salvage of gear - but the initial up-gearing from Dungeons should not be terminated.
You got your stuff already - fine; others haven't and they deserve their go, too...
As for dungeons - I don't see why they couldn't have simply kept the existing epic gear, only updating their stats and set bonuses to fall in line with level 70 stat values.
Keep in mind that even if you don't get anything good, you're still going to get an accessory that can be salvaged for 3K RADs, so there's always some vale in running dungeons, (plus you get some more seals and usually a R5 enchant and some other stuff).
Personally, I'd like to see some ilvl 130/132/135 weapons, (main-hand and off-hand), added to the seal vendor as well. It really irks me that the devs don't want us being able to just play and reliably earn gear, without having to involve RNGesus.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
@2 - penalized? AFAIK, ELOL etc. 's blue equipment can't be salvaged, so it'd be a net profit over the what, 300 refinement points I get from the gear now.
And as someone posted, with Mod 7 will come much higher seal drops from bosses and final chests, so it won't be such a struggle to buy gear with seals.
But hey look over there, another Stronghold blog...
a) It can be salvaged.
b) It yields 3k apiece - or 6k during double AD. Too bad that's over now...
c) Knowledge comes from either reading - and it's been stated on the forum multiple times that blue alliance stuff IS salvageable - or trying. Why not simply try it? Either you get the "salvage" option when right-clicking next to the Salvager, or it doesn't. For me it did. If it doesn't for you maybe contact support...