New islands to explore. That is what is needed. Then PvP for control of these islands.
New islands to explore. That is what is needed. Then PvP for control of these islands.
If something can go wrong, it will.
Raising the level limit (I'm not even touching the SC implications) might extend the interest of some of the players, but is not the change that most ppl (who already played 2-3 years) are looking for.
levels are levels, and there is never a game good enough to have infinite levels. although island swapping and other cool tricks this community could do well can easily be exploited even more than I think anyone would bother to believe.
Island swapping?
is island a code word?
Striving for goals and/or working with other players to make/achieve something is a big key to keeping people interested in this game. Things like player conquerable islands, guild banks and PVP being things that BB has discussed in one form or another that fall into this type of content in my opinion.
Wow...you really don't know what 'end game content' looks like, do you? Star Coins and FT Adventures?? Star Coins are 2nd hand toys and FT adventures dead-end the moment you don't need beans any longer -- not true, really, they dead end as soon as you have sufficient economics to just buy the beans out of boredom (which is what I'm doing, trying to manufacture a reason to log in). Castle? Pointless once you have one person with one in the guild. Gold Towers? pfft, waste of effort. QM? Only useful to run FTs and completely unnecessary.
"END GAME" is always a moving target, games require growth to continue, they must add complexity, flavor, and texture to the game to retain the interest of the playerbase because they will have optimized their responses to all the previous challenges. Good grief, this is Game Design 101...