Quote:
Originally Posted by cbk1994
The goal is to bring back old players. To do that, you want to make it as attractive to them as possible. Letting them have their items back is a good first step.
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A large quantity of new content will bring back old players, not giving them their obsolete gear to do the "same old, same old" with.
Quote:
Originally Posted by DripZ
Make crafting actually useful..
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This ^
The new content should be dependant on materials found in new dungeons and also require further processing - ie, skin becoming leather. This is an easy update to implement but certainly requires some calculated planning. The great fringe benefit is the creation of new industries - farming materials, selling processed material, etc.
Quote:
Originally Posted by lordbosh
1.Give the name Kingdoms, in Graal Kingdoms, functionality.
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Yea, kingdoms are hugely important to the well-being of GK. I still believe the selling point of GK is the community. The new industries and economies I mentioned above this quote certainly seem to bring people together - kingdoms follow.
Quote:
Originally Posted by NicoX
We have Kingdoms Wars on GK, Ziro is at the moment finishing the boosts for the Kingdoms. This could maybe make the Kingdoms more attractive in the near future
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Kingdom wars were a great effort and an excellent platform to start with - but in the current state feel like little more than an repetitive event. There needs to be incentives for individuals... and sorry guys, getting the ferry for free doesn't count. I'm talking about special resistances, damage / experience multipliers, etc - mind you, these are all intended to be temporary boosts.