Enemy approaching--Wall o' Text-Class. Red leader standing by.
Mods--Don't move to suggestions, this does have some suggestions but is also a rant/petiton.
We've already seen a decline in players, with many old players leaving. We've seen an increase in CE prices. We've seen a huge number of lazy promos intended to motive people to buy CE--but what is causing this?
http://en.wikipedia.org/wiki/Finite_and_Infinite_Games
The article I just linked to is a text by a theologian, describing life as a type of game. Either it can be finite (played to win, or reach an ending goal) or infinite (played for the sake of play, to entertain and to bring more players into the game).
SK is intended as an infinite game. So then why are old players leaving? Why aren't people buying CE? What's going on here?
The issue lies at the former core of gameplay--The Arcade.
Recently I watched the promo video again. To compare, I made an alt character and played up to the T2 level. Then, I played the actual, T3 game, as it is now. I noticed a huge difference in gameplay that people tend to overlook--the game becomes less of a game as you continue.
When you join, the game is new and interesting. There are challenges to face and places to explore. When you progress into midgame (T2) the world is pretty well known, but the challenge remains. When you first reach T3, the challenge reaches its peak.
But this is where things go downhill.
When you first defeat Vanaduke in the KoA mission, you have effectively beaten the game. After that, the challenge disappears from what was once the heart of gameplay (arcade) and it seems monotonous and boring. You may try new weapons to change your play style, but does that fix the challenge? No.
The game, at its T3 level, is effectively Hello Kitty Island Adventures. Now I'm definitely not the first to refer to the game as such, but I think that it really deserves meaning here.
Now we have Danger Missions, and the upcoming Guildhall update. But with the danger missions especially, something is wrong. Very wrong.
The danger mission, in essence, is a pregenerated- same-old-thing type level that rotates every day. However, this isn't what was intended--after a while, the danger missions aren't that mysterious world that changes every day. The difficulty in the danger missions, the only good part about them, is relegated to them and the Shadow Lairs only, when it should be in the Arcade.
(Don't get me started on Shadow Lairs, that's another rant entirely)
The Arcade--specifically T3--needs the difficulty that Danger Missions offer. It needs that thrill of survival, with its own unique changing world mixed in. It needs to return to what it once was. It needs to be hard again.
But how?
First things first. We have to reverse the nerfs made to Wolvers, Zombies, Kats, Lumbers, and Retrodes. These nerfs greatly reduced the fun of the T3 Arcade.
Second, we need to buff the monsters that weren't much of a challenge anyway--namely Chromalisks, Jellies, Gremlins, and Trojans. These poor guys need Devilite-type difficulty. When was the last time you ever dropped dead, all 4 of the party members, in the Arcade? Chances are, it was a Devilite level.
Third, crowns need to drop in bigger quantities from certain monsters--That is Wolvers, Gremlins, Trojans, and Constructs.
Finally, we need a new level type in the Arcade. Adding a new level every 6 months or so would make new challenges to explore. Of course we would keep the Danger Missions, because of the prestige and the unique enemy mixing.
Please, OOO, do something about this. I'm sure that it would fix a lot of issues. More engaged players = more purchases for CE = more money for OOO/SEGA.
Sincerely, Soarel Fyrex von de Krone-Schtauffen.
Making it harder right on will create a huge gap for those who got used to it against those that have just reached T3.
You cant just throw everything right on. We need a barrier to separate harder content away from the regular game, and missions do just that.
Or lets create a fake makeshift 'T4' with it.