|Sepherum Goblin Squad Member|
Hello, I'm Sepherum and I was once very active on these boards. In fact mine was the first question answered on the video blog long ago. I don't think my comments belong on the official Goblinworks site. For about a year I've been a frequent lurker here, on the Goblinworks forums, Ideascale and other MMO websites. I'm very worried about the future of this game.
What first turned me off was the introduction of the War of Towers. Clunky, immersion-breaking and an admission that the game mechanics weren't generating content. Why not choose one of three factions based on Golarion lore and go at it with reduced/eliminated rep hits? Instead a game of 'capture the flag' that disappears when the game improves?
I remember that Goblinworks was going to limit the number of subscribers each month to avoid server overpopulation. No need to worry about that now. I'm not being sour; unfortunately those prognostications are out there for everyone to see.
In the future, developers won't charge for alpha if they're smart. I definitely fall on the side of 'the MVP didn't have the V' in that argument. When players are describing their experiences, I don't think a lecture on the definition of 'grinding'or 'leashing' or somesuch is productive. Address the issue or concern itself.
I worry about the viability of a PVP game that's buggy and has a high level of entry for understanding how to make your build.
There aren't enough interesting things to do solo, which is as advertised, but then there aren't social systems in place either. Proponents of the game are talking about all the fun socializing they do out of game, about future promises and, well, more interesting stuff than playing.
Everywhere I look people are interested in improving escalations and making them interrelated with pvp, gathering and questing. That seems a good place to start making headway for the future. I still hope to come back in 6 months and find a successful, vibrant game.