Probably a game theorist could calculate how long a mmo, following the usual gear vs encounter progressions, can last before it turns into "looking for ways to milk some more out of this gameworld" mode. I thought Luclin and Pop were fine content (encounter) wise, but the AA system (gear) was weak and clearly was nerfing the game.
It is like a vicious cycle. People want new content, which means new challenges. But they also want char progression, which means more power. Add those two vectors together, you get a spiral of silly encounter mechanics and op'd chars.
mmo game design and players need to make a choice. Do we want new challenges, or new powers?
Luclin and Pop w/o aa's and lvl increases would have been awesome. Probably unbeatable. Therefore unprofitable. But I'd play it.
A note to the p99 devs.....
__________________
go go go
|