Skythus wrote: ↑06 Jun 2023 04:01
I think that a lot of these changes are great on paper but don't "feel" right.
That's generally the problem with almost all attempts to push equality. It seems great on paper, but in reality, you are just making everything less interesting and feel not-right.
I don't play anymore because all of these changes made me feel it isn't fun anymore. Here's my take on how to make the game interesting:
1. Attract more players (it doesn't matter if it takes ages to grow strong, if you have a population that can work together on the sort-of-same level).
2. Make magic and magic items insanely rare.
3. Make guilds MUCH harder to join, especially magic ones
4. Throw the "everyone is a hero" mindset into the bin
5. Make specials much stronger
6. Create incentives for pvp
7. Make the world dangerous, unexpected and interesting
Who in their right mind plays a game for an absolutely linear and safe experience? This is modern thinking that we see everywhere today and I absolutely despise it.
What are your greatest memories from Genesis? Go ahead and ask yourselves. Likely, it isn't grinding orcs for hours, but more likely embarking on a quest, some travels, meeting some unexpected monster, being killed by it or, in the best of worlds, defeating it and having a super rare item to brag to everyone about, and tell the story about how you killed that monster.
Making the outcome of every turn safe, linear and risk-calculated makes the outcome absolutely uninteresting. But yeah, I don't even play anymore so...