So recently we had this nerf for xp, the alert system change, a purple alert system, etc...
To what end? What was the point? First it was: we need it to fix lag, than as the community rebelled it was stated simply: People level too fast.
Does anyone consider the endgame aspect at SSG. Alot of us, especially established guilds, have organized raids several times a week. People like to build toons for these raids to make them stronger by adding past lives to them. The goal is usually just to be more effective for the group in many cases. To be clear, of course people start with rose colored glasses just saying: I will get all the lives, till they see how steep that mountain really is.
Mountain was a steep climb before, now, it is steeper. Newer players, returning and players that can not devote the time go get 100 plus lives feel left out to me. I see it myself as people aren't necessarily trying to get every life, but get enough lives where they need it for thier build to be more effective.
Now me, personally I am fine. I am playing the game forever and have several raid toons and they have plenty of past lives under thier belt. What about other people who are either returning to the game or trying out ddo?
What about established players who want to make more alts? I have 4 alts and I will never make another one. The grind has been made so bad, that there is no fun it.
Where's the fun in that at this point?
I understand the free to play very clearly (pay for power, conveniences, perks, etc...). DDO is reaching a point though that to be effective, you need to:
A. Pay up and drop a few 1000s on Ottos Boxes.
B. Play DDO full time (putting in free overtime)
C. Look in the blackmarkets on other forums to but illegal boxes and risk getting caught.
Maybe it's time.to reevaluate the grind. Not saying I have an answer, just saying it's time for a reevaluation.
The bottom line: We have server migrations to find more people to play with, people who only play hard core with the game the way it is and amoung other things, a choke hold on the endgame aspect of DDO and overall less people playing the game.
To what end? What was the point? First it was: we need it to fix lag, than as the community rebelled it was stated simply: People level too fast.
Does anyone consider the endgame aspect at SSG. Alot of us, especially established guilds, have organized raids several times a week. People like to build toons for these raids to make them stronger by adding past lives to them. The goal is usually just to be more effective for the group in many cases. To be clear, of course people start with rose colored glasses just saying: I will get all the lives, till they see how steep that mountain really is.
Mountain was a steep climb before, now, it is steeper. Newer players, returning and players that can not devote the time go get 100 plus lives feel left out to me. I see it myself as people aren't necessarily trying to get every life, but get enough lives where they need it for thier build to be more effective.
Now me, personally I am fine. I am playing the game forever and have several raid toons and they have plenty of past lives under thier belt. What about other people who are either returning to the game or trying out ddo?
What about established players who want to make more alts? I have 4 alts and I will never make another one. The grind has been made so bad, that there is no fun it.
Where's the fun in that at this point?
I understand the free to play very clearly (pay for power, conveniences, perks, etc...). DDO is reaching a point though that to be effective, you need to:
A. Pay up and drop a few 1000s on Ottos Boxes.
B. Play DDO full time (putting in free overtime)
C. Look in the blackmarkets on other forums to but illegal boxes and risk getting caught.
Maybe it's time.to reevaluate the grind. Not saying I have an answer, just saying it's time for a reevaluation.
The bottom line: We have server migrations to find more people to play with, people who only play hard core with the game the way it is and amoung other things, a choke hold on the endgame aspect of DDO and overall less people playing the game.
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