Quote:
Originally Posted by kia345
"Ocool, randomly generated maps that have monsters that are, surprise surprise, the same as the ones in every other map like this! Let's kill them and level up, which will in no way change the game play!"
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Put it in those terms if you want, but there are grinding games out there that pull in huge numbers of players. The point wasn't that maps are "good" content (though I should point out that for the purpose of what we're talking about "good" is defined solely by ability to attract players, not by how "fun" you deem it to be) but merely that the idea that the problem isn't that Graal Kingdoms doesn't have enough content and that players are running out of content to play. If there's a content problem, it's that GK has the wrong content, and adding more of the wrong content isn't going to help. I also wanted to point out to people who think that adding stronger monsters is a solution that stronger monsters is something that wouldn't affect very many players.
By the way, maps were pretty popular for a pretty long time and the first few times I did brutals/immenses, they were quite a challenge.
Quote:
Originally Posted by kia345
If they brought in new stuff, anything, at least a decent monthly update, worked on quests, worked on a way to change the game
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Are you trying to say that interest in updates only lasting for a few days to a week at most isn't a problem if they happen once a month?
As for quests, traditional quests are a huge waste of development time and largely getting rid of them was one of the best moves GK, Zone, Zodiac, etc. have made. Traditional quests take a huge amount of time to develop and players play them for a few hours at most.
"Changing the game" is something that would actually work, but requires knowing exactly what way of changing it is going to be effective.