The achievement/progression cycle
Posted: Wed Jul 06, 2011 11:35 pm
ie what keeps most people hooked. I was thinking about factions really, and whether it's something that would be at all necessary on any shard for the first few months.
What we've already got in:
PvM mobs in Fel dropping : Powerscrolls(champ spawns), barbed kits, reward dye tubs, reward robes, hair dyes, CBDs. Which obviously all provoke player conflict, without the need for factions and enable people to be on a constant suit and char improvement cycle, which retains interest.
Daily spawning rares
Improved tmaps & dungeon chests for thunters
Hopefully a good event and storyline system.
Not forgetting things like housing etc which keep people interested.
IMO something like factions(an improved version) wouldn't be needed until a good few players all had 6x120 chars, finished suits, a ton of artifacts, etc. Any thoughts? What else retains player interest beyond the above?
What we've already got in:
PvM mobs in Fel dropping : Powerscrolls(champ spawns), barbed kits, reward dye tubs, reward robes, hair dyes, CBDs. Which obviously all provoke player conflict, without the need for factions and enable people to be on a constant suit and char improvement cycle, which retains interest.
Daily spawning rares
Improved tmaps & dungeon chests for thunters
Hopefully a good event and storyline system.
Not forgetting things like housing etc which keep people interested.
IMO something like factions(an improved version) wouldn't be needed until a good few players all had 6x120 chars, finished suits, a ton of artifacts, etc. Any thoughts? What else retains player interest beyond the above?