The Game -> RE: MQ's Low Popularity (5/21/2010 1:15:29)
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One of the problems I see with MQ is it's lack of strategically potent opponents. It was mentioned before that MQ suffers in relation to popularity due to the strategic value placed on new mechs, and this is very true. The general audience that MQ and AE as a whole caters to, kids, value the power of such mechs as Warbear over strategic mechs such as Deranged Clown, which is my personal favorite, but I digress. This point has already been established, but I would like to dig deeper into the heart of this matter by asking, while there is a plethora of items released every week, what is the effective value of such items in the first place? Furthermore, what is the actual need or niche such new items fulfill or cover? MQ is in my top two favorite AE games, but with that being said, I have quit playing it three times since it's inception due to frustration. As it stands, I have gotten back into MQ and I am glad to see that the major premise for my latest departure has been addressed. Back to the matter at hand, I do not really understand or comprehend the justifications behind releasing so many new items every week, or almost every week. Take, for instance, my situation. I have been on the hunt for a defense-boosting FS ever since I missed out on Ticklish Zorbo, and I have since noticed that a majority of newly released items are either offensive based with high critical rates on hits, progressive damage boost, or some other form of damage boost or defensive based with the capacity to lower the foe's defenses and so on. I like the variety and all, but is it really variety when it seems like too many items have the same abilities and capabilities? Keeping that point in mind, too much emphasis has been placed on releasing items for the sake of releasing items; when there are too many alike items on the market, their general value depreciates, sort of like the effect overproduction has in the global economy. The notion that the worth of items is moot is compounded by the fact that there are too many laughably weak monsters on which to use these shiny, new items that are released. Because of this weakness in monsters, I personally have little to no reason to actually purchase these new items as long as my default weapons do not prove to be liabilities. For the sake of customization, I am always on the lookout for that missing piece that perfects my combo, but this does not really increase the worth of 95% of the items released. Not to beat a dead horse, but the similarities in weapons does not exactly advance the cause of bolstering worth and value anyways. Not only that, but the repetitive ranking quests to unlock all-too-similar items is not appealing to me either. I do realize that there are other potentially more serious matters, but I would welcome more competent monsters so that I actually have a reason to take interest in the new items; this can be achieved to it's full potential if MQ sees more variety in it's items so that players, when faced with tougher monsters, actually have a wide range of items that fulfill as many niches and gaps as possible.
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