1. Release unfinished, very buggy game.
2. Say sorry
3. Promise the world
4. Get praise.
I need to get back into the industry. Seems easier than ever to turn a profit.
1. Release unfinished, very buggy game.
2. Say sorry
3. Promise the world
4. Get praise.
I need to get back into the industry. Seems easier than ever to turn a profit.
good list but no time line mentioned
would even settle for "it will be ready when its ready"
That list makes me wonder if trion has hired Peter Molyneux.
scaling weapon damage and splitting the player base by ego is a bad idea and that guy should feel bad
so u want to be able to kill someone who has only played 1 day and still trying to get the hang of everything as vs focus on people who have been playing as long as you and have the game mechanics down pat
progression on ego weapons etc is shallow BUT time in game to learn the particular quirks with handling the mechanics is something that differentiates someone at ego 100 (just started playing) as vs someone ego 2000 who has spent more than enough time to get used to everything/ controls
What about a real reason to keep leveling?
some real diference between whos play for months and whos started to play today...
I think it boils down to :
1. Skill should be better than gear; if a ego 1 has the skill then the ego 4000 guy needs to eat the bullet (IMHO)
2. a segmented player base means longer (or non-existent) queues for new players/characters.
So in theory introducing "raid progression style" or " traditional fantasy MMO style" scaling to the point that it is inherently unfair for an ego 400 character to fight an ego 100 character flips the dynamic from being a "skill based" (loosely used here, the game is not that hard) to "gear based".
right now a player with starting gear can kill me. In fact, he has a pretty decent chance of killing me. The main deciding factor in PvE and PvP is player skill. Gear won't let you faceroll content like other MMOs. And that is the best part of the game. Removing that aspect will kill the game.