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Post by savarin on Feb 1, 2015 17:49:31 GMT 1
Dear developers from kogama. I've heard some rumors from players who are sayng that they couldn't sell anything on the market because it is not possible to put something on it untill you are level 4. I've tested it out myself and it is true.
My feedback is, that this new "improvement" is too restrictive. It doesn't support the creativity of the low level players. I'm asking myself why you added it at the first place? It's just not right to put some restriction like that because i've personnaly joined this game because you can create anything you want and sell it so that everyone can enjoy your creations. I've personnaly don't like the direction that this game evolve due the fact that you put some restrictions in this game, but don't add something to improve our creativity.
It's not that i hate this game, it's just that this game has so much potential but just don't evolve that way. we just want more things like designing our own weapons, more content and tournaments on the EU server.
sincerely savarin
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Deleted
Deleted Member
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Post by Deleted on Feb 1, 2015 20:11:23 GMT 1
I agree, the Leveling System took a wrong turn... It doesn't encourage the use of XP boosters, but it does the exact opposite... Why pay to level up when all you get is an avatar covered in a bunch of images, and the ability to use a feature that is almost as old as the game itself?
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Post by Jatsu on Feb 2, 2015 0:13:58 GMT 1
It frustrates the older dedicated players when they can no longer access features they've used for years. It's even more frustrating to be forced to grind experience points just to be able to regain access to them. Essentially, it means an even larger time investment for players which is a direct contradiction to the casual nature of Kogama.
I think the experience system should enable perks, rather than gating/blocking existing features. Badges are great in this regard! They give players a sense of achievement and more notoriety in the community. However, you can do more with perks in Kogama.
When it comes to gameplay, perks could affect how PVP works. Perks in FPS games often involve utility upgrades but do go as far as to boost damage output. Perhaps the experience system can unlock abilities like double-jump, larger health or breath bars, or allow small self-heals (with cooldowns). If there are no plans on giving players pickup customization, then that allows the opportunity of perks increasing ammo amounts or extending effect (mutant/speed) durations. These are ideas that have minor effect on PVP in general, but could be interesting goals to strive towards. More importantly, they're goals that players would be interested or willing to grind for.
If there's a concern of PVP balance, then gameplay perks can be limited to only having one active at a time. This would allow further customization to player and their playstyle.
When it comes to building, in general, perks could serve to reduce the various limits set in place. For avatars, there could be a perk to go below the block limit. For building models in projects, there could be a perk to go above the block limit. These would be examples where players have invested enough time getting to know the system, that they're rewarded with more creative freedom.
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