In my 10 years of playing Warspear and 100,000 hours in different MMORPGs throughout my 28 years, I can tell you that's not the case.
The game didn't get easier; they had to reduce the difficulty and offer rewards due to the low number of players. Before, when the game was at its peak, you'd go to a boss or a dungeon and there was always someone farming it. My grandmother had a saying about this: "It's a consolation prize for fools."
I'm implementing the suggestion that would add significant dynamism to the leveling system by removing the linear system of following one mission after another until reaching level 24. Because, at least as my friends I invited saw it, they played for a month, even with my guide and trying to understand the game, and they barely reached level 21. Then they told me it took too long to gain experience.
Why did they say this? It was due to the time it takes to complete a chain of daily quests like those in Norlant Swamps or Irselnort.
I understand it's an RPG, and RPGs aren't casual games, but if we don't put ourselves in the shoes of the player who doesn't have 12 hours a day to dedicate to leveling up so as not to waste resources, we can't attract a new audience. Let me explain: PEPITO77 plays for 1 hour on his way to university or work and 1 hour on his way home. Then, if he can, he plays for 2 or 3 hours at home, only to repeat the same routine the next day. And in a game like Warspear, where you have to do the same daily quest 15 times to gain 1 level because you either don't have a guild or you don't want to spend the 10k gold you earned doing daily quests on a potion that you ultimately won't be able to fully utilize because you can only dedicate half your time to using it—and let's be honest, and even you see it clearly—nobody wants to spend their gold because they want to reach the maximum level with I'd save up as much as possible to spend wisely and get geared up. I understand your idea of "reselling," but if there aren't many players and the market has low supply and demand, it's not an economic method.
Look, daily missions seem like a good economic method, but they're tiring because they're so repetitive, especially if you have to do them many times to level up. On the other hand, if mobs of your level give experience, even if it's just 1 experience point, and you need 6000 experience points for the next level, it'll still take time, but at least the game doesn't force you to repeat missions. It should be your choice: if you accept them, complete them, and then want to just wander around killing mobs while listening to music or watching a video, then do it.
You want to leave a character at level 20? Well, there should be a checkable option to cancel receiving experience from mobs, but they have to do something about the low number of players. It doesn't feel like an MMORPG; it feels like a MORPG.
And that way, they could program many things that would show new players that the game isn't hostile to daily life. After all, the game doesn't end when you reach the level cap; they can release more expansions, as they already have. The first time I played, the level cap was 28. It wouldn't affect the method of leveling up by doing quests. They can continue selling knowledge potions, and everyone will be happy. Those of us who are already playing would see more new faces, and the server would feel more alive (obviously, they have to pay for advertising). New players would benefit without giving anything to the older players, but the older players wouldn't feel threatened because it's not like they're being given a level 34 character with everything +10 and enchanted, like they did in other games.
By
Marcos Davila ·