Amad3us wrote:RainKingX wrote:
I don't know if this game can be saved, but here are a few suggestions.
6. Advertise to people when something new happens. The only time you guys get gung-ho about mass communications is when the game is in a lull. Something new happens or is about to happen and you guys clam up.
9. Don't advertise anything until the game is not "buggy". Ever see a company advertise a "mistake". It's rare that companies will sell glitches unless those glitches are to the players advantage. So, why would you advertise a game that is "glitchy". Are you hoping that it will attract people who've never played an MMO before, never seen a bug or glitch, own a gamer-worthy video card, never heard of MxO and are huge matrix fans?
10. SOE needs someone who cracks the whip in there. Developers, artists, and relatively loose timelines are a bad combination. Hell, they can't even update the forum. June 10th downtime. Now that's important information!
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However, unless the WB decide upon another set of movies (spend more money on this concept), it will never be updated. And it at the pace it's going, it will barren before a decent amount of bugs are eliminated. Project save MxO. /good luck
I've repeated this to Wreck and the rest of the faction countless times... and no one ever seems to listen/care. This is why the game is failing. It can't and won't get better until these things are changed. Efforts from us like this without efforts from the devs makes this a lost cause, and that's the bottom line.
Actually, those points were written because I believe this is how you save the game. What's causing the game to fail has more to do with the bugs and how the game is structured and operated.
They tried to create a dynamic game with no boundaries where part of the collective would spend time trying to understand the rest of the collective. But, somewhere along the way they equated "no boundaries" with "no (or sparse or redundant) rewards". This leaves us with the only reward in this game, $i. This was their first, major strategic flaw (a weak reward system).
Other issues: (Scalable) Reward structures for the mission system; Availability of storyline participation; availability of storyline rewards.
This is also the answer to why WoW does so well. Helpful, unique rewards are offered at the lowest levels. Instant gratification beyond expectation (i.e. buffed clothing available without anyone else's help) at low levels. Does it get any better than that?
The second, major strategic flaw is (dilution of the reward system): If the only reward is $i, then why faction? Believe it or not, this is a crafting issue. Why join a faction when you can craft everything you need on your own? Most players should of said, Huh? Normally, crafting is for the collective, the linkshell, the faction not the solo player (crafting is the system faction leaders use to reward his members). Most players don't heed this and sink their money into crafting.
In this game, it really doesn't even matter. I only assume that crafting is soloable because fit with the whole "no boundaries" them. No boundaries=no rewards. No rewards=you can work for everything you get. Hence, solos can craft for themselves. Now, some "smart" faction leaders will entice others with their crafting abilities. However, in this game, all the really great equipment isn't even rare-drops. They're given and can't be decompiled. Worse of all, crafting isn't skilled up, it's paid for. So, what makes the leader any more worthy of leading than anyone else? So, why faction? So, you can talk with other masochistic-types? And, that's all that's left here, isn't it?
Unless SOE wipes decomp-tables and lowers the drop-rate of "rewards" and increases the varieties of "rewards", I see no solution for this flaw.
So, take a weak reward system and then dilute it (or worse, it dilutes itself) is the recipe for killing an MMO. Need proof, FFXIs reward system was turned upside-down with its latest expansion pack. It's hard as hell to sell anything now.