I would agree with less players for bosses, but I mean atm theres like 5 endgame bosses including Garanak, I think that the items are quite exclusive because of this and should be hard to obtain. If there were more bosses in general then Id agree that it should take smaller groups. The whole player base is already focused on those 5 bosses, so its not hard to find a group of 40 due to the lack of options.People always want new things. IMO, the yearly updates are a load of 'meh, meh and meh' stuck together, with 1 or 2 'woops''.
Need mini-games. Different types of currency (like points for winning in a specific mini-game to trade in for fashion, usable items or xp).
I hate the 'working on challenging gameplay' sentence. The biggest challenge in this game when I started was the competition. 3-4 different clans at Falgren hoping to win an FFA. Timed spawns so you didn't have to camp around for hours to possibly lose. Was in the least dominant of 3 clans back then, and still logged every hour that I could for Falgren, if I was not already online, because what is 5 minutes out of your day if a 4* spawns or your non-dominant clan loses the boss?
Your game is based on competition (at least that's your reasoning for open-world bosses), but you're now making a game that is impossible to have competing clans on end-game bosses, because the bosses are so difficult. Stick them in an INSTANCE, open world bosses should not require more than 8 toons to kill - that's a full group.
Re: Where has the challenge gone?
#51
Last edited by Acebow on Mon Aug 25, 2014 8:45 pm, edited 1 time in total.
Rogue 166 - Ghostbro
Ranger 126 - Acebow
Warrior 85 - Ghostwar
Soldiersofjah
SULIS
Ranger 126 - Acebow
Warrior 85 - Ghostwar
Soldiersofjah
SULIS