Ysh wrote:A. Fear of too many reset driving player from game.
B. What of casual player who still plays game?
I am thinking you hear this argument before, though. You do not find them compelling or do not care?
We're in world 9 now and the numbers have only ever gone up with each reset. The only time that hasn't been the case is when world 8 first started because it was a new thing and as such had an absurdly large amount of players.
We're sitting at around 230 at most times, with it dropping to 120 at certain others. That's still better than world 6 and 7.
Until I see some evidence that resets are losing players, I see no reason why I should believe it.
As for the casuals that play the game, they can play in the next world, like quite literally everybody else. I don't see the issue. Not everybody is going to want to restart, but the same can be said for every previous world too. There's always a few that would prefer to stay. There's more of a chance of them restarting and being fine with it than otherwise though. Even if they don't continue playing, that's a sacrifice that happens with every world reset. We get more players anyway.
Ysh wrote:This looks just as removing stat cap. Point of stat cap is for there to be cap of progression. This is circumventing this point.
I don't think it's the same thing, and I don't see how it would diminish the point of the stat cap. Stat cap is in place to stop newer/less experienced players from feeling that they will never catch up to somebody who has played longer, or is just outright more knowledgeable on the game than them. As such, the stat cap still serves its purpose for the most part. Players will still be similar in strength after a certain point as far as stats are concerned. Obviously the perk you get for going the sacrifice route would have to be quite good because the downsides are quite severe.
Don't forget though, the guy who is sacrificing his character is not doing so cost free. He's giving up a lot of progress for it. Only issue is I cannot think of what those perks you would get for going through with this would be.
Ysh wrote:What will be point of killing creature? Player is ''already'' challenging for fighting (issues of combat system aside, player is smartest/most adaptable enemy than any AI creature) and people do not do this PvP. There must be carrot at end of stick.
If we're going to have some boss-like creatures in the game, then they should drop a component used to make a unique and highly sought after high end item. For example, let's pretend we did have a Kraken in the game. We could have it so that when it dies, you can butcher it for its Beak (amongst other things of course), which could then be crafted into an amulet or something. Dragon could give scales used to make a new, high as fuck end leather-like armor set. But here's the thing though, and this is extremely important. These creatures need to be really rare. Like ridiculously so. Reason for this is the items you can harvest from them should be reserved only for a factions warlords/leaders. I wouldn't want just another set that everybody runs around in like we currently have right now.
I mean if that's not enough of a reward, I don't know what is to be honest, because the issue with this game is, eventually, everybody has everything. We need some items that are stupid rare that people will want to trade for them. Something that will never lose its value, like the sub token currently is.
This idea would only be a failure if everybody was walking around in this gear within 3 months. I cannot overstate the importance of making these creatures rare. Perhaps give them a world spawn rate of once a month.