You're far from alone when feeling we should strive more for roleplaying and interaction. I feel the same, and plenty of people on these forums have shared the same thoughts. Genesis always had different types of players, and still do. Some take RP very seriously. Some don't care at all. Most players are somewhere inbetween. And many do roleplay AND interact in the game today too, but not as much as before. I think player numbers is to blame for most of it though. I dont think our players have changed so much. We have less players, so there is less interaction, which leads to less roleplay, and also less conflicts and other things that spark RP.Creed wrote:If anything people should be getting smaller.. which means we ought to make it harder to gain experience.
The reason for this being that as a RPG we should strive for interaction, not killing ability.
I know I am quite along with these views, on the forum..
But making it easier for everyone to make a new char, attach themselves to big friends and just go grinding endlessly into the night.. where is the fun in that, and what would the idea be? Does that make the game more fun for anyone?
I personally cannot see it.
The only part of these quest related issues i like, are to make the quests more logic and well coded, and perhaps the idea of copying your main characters quests done to another character.. although that character ought to have a certain age before it becomes possible.
There's simply not that much to do besides from grind... a lot of players we'd consider heavy grinders would probably enjoy some interaction, especially PVP action, but since there's not enough players awake for that, you grab your sword and grind instead. So no, I don't think the majority of players WANT to grind all days, some do and always did, but I am very confident most players would enjoy both interaction and RP on a daily basis as well.
Improving quests, and making them optional sounds to me like a good way to make new players stay, and it might even lure some old ones back. I always liked questing and disliked grinding. Others feel the opposite. Allowing people to choose which path to take, or combine both, sounds like a good idea to me.
And, removing the "forced questing" system we have today does not necessarily mean players becomes bigger either. It all depends on how this new single type of XP system will work and how you balance the quest reward and combat reward. How will the soft cap work without brute? Will it be easier or harder to grow huge? Exactly how rewarding will quests be? If you gain a lot of XP on quests and we still have some sort of soft cap, then smaller players is likely to benefit the most I would suspect?
I understand your concerns, but I think theres is plenty of room in the new system to tweak it so it becomes much better than the old one, in many ways.