The Primary Issue:
The primary issue identified was that zOMG! endgame content is mingled in amongst areas that are already unlocked. This is done using the Suppression Feature, which despite being a major gameplay mechanic is left near unheard of within the standard quest system.
The Secondary Issues
Secondary issues include an absence of end-game content that is truly geared at End-Gamers. This generates boredom in the Post-Endgame crowd (because who want's to mindlessly repeat what they've already done time and time again right?) causing them to wander aimlessly about the early game area.
Another issue that becomes apparent is that there is an over-abundance of "play my way" thinking. This is apparent in the soulbinding of rings as well as the severe restrictions on power levelling.
The Primary Solution
The solution to the primary problem is to introduce, or even enforce Suppression as a valuable game mechanic when returning to earlier areas. This can be done using quests which require you to suppress in order to complete them. This way, players learn to suppress when returning to earlier areas.
It seems childish, but these are Gaians we're talking about.
Additionally, more late-game content which provides lucrative Gold earning opportunities, to encourage players not to flood back into earlier areas. Clearly, since zOMG! is not a cash cow, this will require work to be done for the Gold.
Finally: Player vs Player, despite my views on it, would be a -good- implementation to keep people from hanging around at full C.L. This can also serve to function as a Cash perk, or as a gold-sink because naturally it'll be run by Nicolae.
The Secondary Solutions
While I can accept that some restrictions must remain because of the way that zOMG! is constructed, I feel that there are certain ways in which it can be loosened to allow more freedom of gameplay while maintaining accomodation for zOMG!'s unique gameplay mechanisms.
1. The change of the quest system so that you can only gain credit if it cons at least blue. This means that if you want to complete KKD's quest, you must defeat her at a level where she cons blue.
This also means, if you want a badge, you must kill them while they at least con blue. And yes, this does also apply to events.
Though clearly, if it continues to be a problem, this update may have to be reversed.
2. Controversial! Loosening the restrictions on soulbinding, so that powerups and rings can be traded with certain conditions.
* Rings are set as C.L. 1.0 when sold/traded/gifted. This prevents players powerlevelling, but still allows players to mix and match skills in a casual manner.
* Powerups purchased -as of the introduction of this rule- can be sold, but not ones obtained in game.
3. Some re-analysis needs to be done. For example: Should players be forced to spend hours working on their ring collection? Should players be forced into a challenge if they don't want it?
If I missed any points you guys thought were important, bring them up.
Go nuts guys~
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Val's zOMG! Musings
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Valheita
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User Comments: [18]