
05-10-2011, 02:09 PM
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Registered User
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Join Date: Oct 2010
Posts: 21
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Crypt - Leveling in GK
Leveling in GK is boring and time consuming. I believe we all know that by now, and once you hit a certain point in the game it gets to the point where it's unbearable and pathetic. Waiting 24 hours for my one chance at some good experience isn't very fun. It seems like maxing out every single skill in GK is supposed to be either a task that requires years of dedication, or just a out right unobtainable goal.
I believe players should have the ability to max out every skill and it shouldn't take them years to do so.
I understand some older players at higher levels might have a problem with what I will suggest because they have spent a lot of time getting to the point where they are now, but we have to think about GK's success before we think about ourselves.
I have a few quick fix options that would change GK dramatically for what I think will be the better:
#1. Take the 24 hour time limit off of Crypt, maintaining the same experience gain or cutting it in half.
#2. Cut the Crypt time in half to 12 hours.
#3. Cut the Crypt time in half to 12 hours and double the experience gain.
#4 Cut the Crypt time down to a half hour/1 hour and cut the experience gain in half.
#5 Release maps with easter level experience gain or somewhere near it permanently.
The ideal outcome would be for the time limit to be removed entirely, it seems like GK is all about accomplishing things gained through a hard, long, boring road, even trading up to a set of gear you want seems to take months some times, from newer players to veterans.
If you want to increase the player base, give players some thing to do and being able to Crypt all day would definitely be some thing to do. I know, it feels good to put your heart into some thing and work hard for it, but people can still respect and enjoy GK if they have the ability to reach some sort of a end point. Look at successful modern games, they have a end eventually and I believe maxing out all of our skills on GK could be our end. Also, having the ability for players to be flexible with their play styles by switching between physical/magic use would be another benefit.
I say, we at least try it out for a week or two. Announce it on the news, and I guarantee you it will increase the player base.
These are all temporary fixes to a bigger problem, it would be a lot nicer to see multiple instances available to complete but that takes a lot more work. |
Last edited by Mules; 05-11-2011 at 01:42 PM..
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