Mstorm -> RE: Is MQ Dying II+How Can We Improve It? (11/19/2010 18:22:19)
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So, having been away for...hmm...a year and half? [edit: nope, closer to two years!] Here's my $0.02: First: this is an excellent post and everything in it is 100% true. Second: leveling is ungodly slow in this game, it really is. I see a lot of "but if we raised the XP drops people would level up before they had enough money to buy more mechs!" in this thread. So, why not raise the XP and the credit amounts? What I'd most like to see, I think, is the increase in both XP and credits from doing higher difficulty levels kicked way, way, way the heck up. Alternatively, you could double the content in the game, so that it's more interesting and less grindy and you don't hit the "content cap" a zillion years before the level cap, but I figure it's a pretty safe bet that just bumping the xp/cash drops is easier. Third: Having missed, like I said, a year+ of content, I'm a little shocked at how little new stuff there is for me to check out, relatively speaking. I can infer that I've missed a ton of releases - but I can also tell that the vast, vast majority of stuff put out has been an endless number of rare mechs and equipment to clutter up the encyclopedia, lots of holiday releases and a few wars. In other words, way, way, way too much emphasis on temporary additions to the game and not enough emphasis on permanent additions to the game. Fourth: Related to point three, I noted in some other thread (or maybe it was this one?) some folks talking about the gaps in equipment and how there are a lot of levels where the only useful equipment is now rare stuff. This is true, but I think it's a symptom rather than a cause, and in some ways point three is also a symptom. What they are both a symptom of is the fact that the MQ team seems to be unable to make up its mind whether they are focusing on building a cohesive game which any player can sign up for at any point and enjoy all the way through, or whether they are merely focused on providing a good, enjoyable experience for the "loyal" players, who have been playing all along and will show up every week for a new release if you give it to them. Mostly they seem to tend toward the latter, IMO, while DF tends more towards the former. I think the game has been much, much too focused on providing an ongoing experience for the "hardcore"/longtime players than it has been on building a cohesive game that appeals to new players, storyline lovers and the like. I speculate that there's a (short-sighted, IMO) financial motive for this - I have no doubt that the hardcore types cough up way more in Nova Gems than the casual players do, and that they really do like getting a new mech every month. (really? every month? geez guys) The trouble is, if you focus just on entertaining the folks who signed up on day 1, and don't do enough to design the game to appeal to new players, your player base is only going to shrink; hence the short-sightedness of the business model, IMO.
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