Love this game, so many good things… but I think there are significant design changes that need to come into play to retain players.
-
PvE Endgame - Mutations? - The is a content band-aid, no one wants to run a dungeon mindlessly over and over, no one wants to manage gear like this, there is no sense of accomplishment. The incentives and structure needs to be completely re-vamped, the dungeons are great, but mutations as a game strategy is lame.
-
Open World PvE - 100 people smashing open world boss runs is no fun. Raids are supposed to be coordinated, they should be hard, you should not only accomplish them but get a rewards for doing so. The better teams should have bragging rights. It’s currently mindless and silly, not something you want to hear about the New World Brand.
-
PVP. At a high level it’s both fractured and poorly designed.
OKR’s: Bad map = bad gameplay, it doesn’t funnel players into capturing and moving forward nor does it enable defenders to shore up and co-ordinate. Throw the map in the garbage and come up with something that strategically makes sense for melee, ranged, and actual co-ordination.
Real PvP - I have experienced no real PvP in the game, not a single time. Aren’t forts supposed to secure key buffs and bonus’s that would also engage the PvE Community? There is zero incentive or rally cry. Remember how simple relics were in DAOC?
End-game right now is not hitting the rights notes, well other than fishing.