- Joined
- Jan 7, 2011
- Location
- The 7th Circle of Heaven
So I come to you guys as a community manager and the one person that can make sure things are going in the right direction, to bring up a topic I feel needs to be addressed to ensure proper community goals are met.
I feel the boosts are too much. I feel that its not the amount of times they are purchased, I feel that the issue is the size of the boost.
We originally started the boosts at 25 / 50 / 100% and then over time its migrated into "more and more". This may have been because of wanting more money or just making a faster level experience.
Why do I want to ultimately reduce the amount of bonus exp?
Map longevity.
Why are high-boosts good for the server?
I feel that maps like Zeal took 2 months to master for various reasons. 1) being there werent growth mobs and 2) there werent exp boosts. Was the leveling "super fun" ? no probably not, but people primarily used spawners (they were legal). We now have spawners again that are legal (dungeons).
T2 classes were brought out not only as an additional hook, but a way to see how quickly players in Herocraft could grind out "another class" and it was astonishingly fast with 300% running all night.
My solutions to resolving some of this?
We are not trying to make you mindlessly grind for weeks to get your mastery, we just want to make sure there is healthy map life.
I feel the boosts are too much. I feel that its not the amount of times they are purchased, I feel that the issue is the size of the boost.
We originally started the boosts at 25 / 50 / 100% and then over time its migrated into "more and more". This may have been because of wanting more money or just making a faster level experience.
Why do I want to ultimately reduce the amount of bonus exp?
Map longevity.
Why are high-boosts good for the server?
- They are 50% of our income.
- They let players feel like they are progressing much faster
- They increase server activity
- They diminish content.
- They decrease map life.
- They encourage players to whine about not having a boost
- They encourage players to only "play" when there's a boost
I feel that maps like Zeal took 2 months to master for various reasons. 1) being there werent growth mobs and 2) there werent exp boosts. Was the leveling "super fun" ? no probably not, but people primarily used spawners (they were legal). We now have spawners again that are legal (dungeons).
T2 classes were brought out not only as an additional hook, but a way to see how quickly players in Herocraft could grind out "another class" and it was astonishingly fast with 300% running all night.
My solutions to resolving some of this?
- Reduce the "top end" amount of boosts from 310% to something more respectable
- Introduce more "end game" things such as arenas, mob arenas, more bosses in dungeons
- Continually balance the gap between beginning to master.
We are not trying to make you mindlessly grind for weeks to get your mastery, we just want to make sure there is healthy map life.
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