I could use metaphor or humor, but I am going to just speak in declarative sentences.
People are playing the game again, but I do not feel it is sustainable.
I feel SV had some good patches, and I believe fixing doggy trinkets and adding in events are pretty cool overall. I think VOIP must be something someone wanted, but my issue is that I do not see how they are trying to make the game something that people actually want to play haha.
We don't have brokers or player mailboxes. We cannot transfer pets without another player.
Skilling up is also still AIDS. Book reading is AIDS.
What is the point of War now, if you are not sieging? What is the point of siege now with the same imbalanced windows?
What will a new player joining the game want to do?
Why are you pushing everyone toward PvE so hard. Why aren't there taming tasks, mining tasks, chopping tasks, crafting tasks? Why isn't there economy created by said tasks? That is, why aren't people rewarded for bringing things back and adding them to the market, etc. The two main progressions in this game, clade thru tasks, and trinkets are both loops that start and end at an NPC with no required player interaction. They are vacuums. Once someone gets a trinket, they have it until they sell it or delete it. The money from a task is generated from nothing, to the point it is worthwhile to loop low effort, value-less (in the real world) tasks to maximize your clade / gold gain. That is not sandbox!
MO was too punishing, but it was also more exciting. There needs to be more energy put into making the game exciting and fulfilling to everyone, the person who plays a few hours a week, and the person who no lifes. This balance is not reached because it's not about BOTH PLAYERS HAVING THE SAME GAINS, it's about being able to find what you are looking for.
The game could get less exciting and deeper, and I might be intrigued. Sure, some people would be. It could get more 'arcade,' but more fun and bring in an influx of players, and it would be intriguing. That would be a successful model, as well. However, it doesn't seem to be getting more exciting or deeper, so what are we doing here?
Can someone post a reason as to why I should resub now? I supported SV all winter and offered AWESOME FEEDBACK. If the game play is the same with Sarducca launches, it's hard to imagine that people are gonna care.
Look at what you guys did to archery with combat skills. You made it cool and maybe a bit OP in circumstances. It changed it into a viable playstyle. Not THE BEST but viable. Why can't you do that with everything + make it so people are getting more rewards for doing more things, if you are going to make the game reward-based.
People are playing the game again, but I do not feel it is sustainable.
I feel SV had some good patches, and I believe fixing doggy trinkets and adding in events are pretty cool overall. I think VOIP must be something someone wanted, but my issue is that I do not see how they are trying to make the game something that people actually want to play haha.
We don't have brokers or player mailboxes. We cannot transfer pets without another player.
Skilling up is also still AIDS. Book reading is AIDS.
What is the point of War now, if you are not sieging? What is the point of siege now with the same imbalanced windows?
What will a new player joining the game want to do?
Why are you pushing everyone toward PvE so hard. Why aren't there taming tasks, mining tasks, chopping tasks, crafting tasks? Why isn't there economy created by said tasks? That is, why aren't people rewarded for bringing things back and adding them to the market, etc. The two main progressions in this game, clade thru tasks, and trinkets are both loops that start and end at an NPC with no required player interaction. They are vacuums. Once someone gets a trinket, they have it until they sell it or delete it. The money from a task is generated from nothing, to the point it is worthwhile to loop low effort, value-less (in the real world) tasks to maximize your clade / gold gain. That is not sandbox!
MO was too punishing, but it was also more exciting. There needs to be more energy put into making the game exciting and fulfilling to everyone, the person who plays a few hours a week, and the person who no lifes. This balance is not reached because it's not about BOTH PLAYERS HAVING THE SAME GAINS, it's about being able to find what you are looking for.
The game could get less exciting and deeper, and I might be intrigued. Sure, some people would be. It could get more 'arcade,' but more fun and bring in an influx of players, and it would be intriguing. That would be a successful model, as well. However, it doesn't seem to be getting more exciting or deeper, so what are we doing here?
Can someone post a reason as to why I should resub now? I supported SV all winter and offered AWESOME FEEDBACK. If the game play is the same with Sarducca launches, it's hard to imagine that people are gonna care.
Look at what you guys did to archery with combat skills. You made it cool and maybe a bit OP in circumstances. It changed it into a viable playstyle. Not THE BEST but viable. Why can't you do that with everything + make it so people are getting more rewards for doing more things, if you are going to make the game reward-based.