LOL...oh I dont know.....the fact that those below me can amass a ton of these drops and possibly become as strong as me when I dont have the opportunity to do the same rubs me the wrong way. There's not much of a challenge in that....they can potentially get em in large numbers and I cant. This issue is compounded by the fact that we are already playing and always have been playing at worlds below are levels. I suppose the highest of levels could always slow down and let the others catch up.....but with the way its set up already and what it sounds as if they are going to be doing in the future.....by the time they caught uo they would be way more powerful then us. Not a very fitting reward for the players that have supported Kano the most and longest if ya ask me.
Like I've said previously...I had nearly a million battles before a battle drops came out...that equals zero drops. Now there are players with nearly many battles after battle drops were added....thats a huge advantage. Now they want to go back and add more at a stage where the highest of levels cant get them only compounds this issue. When u consider that some battle drops from the 4k level range are still being used and will be for a very long time by even the highest of levels the unfairness grows to epic proportions. In the end...the addition of battle drops screwed a lot of Kanos most dedicated players....why make it even worse? As long as everyone has to deal withe fact that there is no "rare" battle drops in a particular level range than it remains as fair as it can be.
This is a lil off track but the logic is similar. I remember back in the day when Muspel was the last world. By the time w got the next world (helheim) it was nearly a year (give or take...but easily the longest period without a new world). Muspel opens at level 820...bythe time we got Helheim players were well in excess of level 3k. So what happened was that the high levels of the time were stuck getting massive drops in muspell. Then when Kano finally got off their butts and started pumping out new worlds newer players didnt have to waste their time with the worthless Muspel drops and were gathering the newer more powerful drops at the same clip as the higher levels. (actually even faster as its easier and quicker to level when a lower level. This drove a lot of higher levels out of the game shortly after because everything they did to that point was surpassed by lesser level players in a flash (this was the beginning of the massive player decline). Then Kano started putting bosses in retro actively which compounded the issue even further.
Ever since the start of the big decline in player count Kano has been adding all the fluff aspects of the game which has allowed players to level way faster than their predecessors and pick up valuable drops and rewards along the way in an effort to bring back players. Player count has continued to drop. The moral of the story is that you shouldnt put new game changing content into a game at point to where all cant benefit equally or without at least compensating those that will be put at a disadvantage because of the update. What this does is alienate your oldest and most dedicated player base. In a biz that is largely dependent on word of of mouth and loyal customers...its never a good idea to diminish everything theyve done up to that point without giving them something in return.
Last edited: Jul 20, 2013