I would like for this post to go without trolling but respect and would like to see constructive, thought out debates.
I am going to list the problems (I feel) are in the game in order of importance, followed by a suggestion I have to solve the issue.
#1 35+ Leveling
I feel that leveling past 35 is the major issue with 1alt right now. As you can see most players stick to level 35 and may have 1 or 2 crits between 36-37. Why? I don't believe its the amount of grind to make the exp/gold as much as it is the hassle of trying to get the tokens after 35. When Maarten was staff he invented the 30-35 alternate system and the numbers of players who had a lvl 30+ rose very quickly. Why is there no system like this past 35? Logically, obtaining 1 token to level from 30-31 should be easier than the alternate system, yet more players seem to level using the item system because the hassle of getting players together for tokens is absurd. Not only do you have to have 8 or so people on. You have to hope they have the type of class strong enough to go or someone is on who has an extra that they can lend out. Hence why the current classes being played are the ones whom's token bosses are easiest; Paladins, Berserkers and Fighters. Token bosses also are the major reason why 1alt has generally always been split into two "major" clans. Not because that's where the player actually wants to be, but because if they are not in one of the two major clans the chances of getting a token run together is slim to none. I like the fact that 1 alt trys to push cooperation, but not when it comes to leveling your character. Yes, there is obviously already a reason to use cooperation to level (tokens being faster to obtain and easier when the players are on) but shouldn't be the only way. Maartens leveling system pre 35, allowed players to be able to keep to themselves while being able to continue to level up. He balanced it by making it more difficult and time consuming than the token system.
I believe an alternate system needs to be created for 35+. For a quick fix currently while staff come up with an alternate system, I propose letting players use the current items for 35 (feathers) + the tarnished trinkets to continue to level up. Such as: 36 = 5 crates of feathers + 1 tarnished trinket, 37 = 5 crates + 2 trinkets etc.. I know that you could change the squares in TTK to allow the golden crate of feathers to act like the current token or a different direction in the current 36+ guilds when you enter that allows you in, so that shouldn't be an issue and is a quick fix while you come up with an alternate leveling system.
#2 Reason for the grind.
Next, I feel that the grind is to extreme for the current rewards you get when you level up. Currently the only plus to leveling up is making your crit stronger. But there is no real reason to make your crit stronger. Whats the difference in what a crit can do at 36 and what it can do at 37? Nothing. Does it gain more stam? Maybe. Does it become stronger? Yes. But whats the point? I don't need to be stronger to kill the monsters i've already been grinding to level up, I don't need to be stronger so I can compete vs other players because there are no events. And I don't need to be stronger so I can down bosses, because currently its not about the bosses strength.. It's about the number of people you take to the boss. If the boss takes 8 30's logically it should take 5 or so 35+s. The issue with this is that tho the 5 35's do more damage than the 8 30's they cant compete because they need the damage to be spread out or X amount of healers. Currently there is no "real" reason to level up except to try to achieve max level, which in most games there is content in the game that requires you to be max level and yields the best rewards.
My suggestion is to create level based content 36+ to give players a real reason to level up. This content doesn't have to be extreme but should exist. There are many ways you could go about it. Such as; Making 36+ zones with high POD mobs and gold rewards or Alternate stand alone bosses in already existing areas that are level locked. Again, these areas do not need to be extreme. You could design linear areas (kinda like the Drow Blade Mage area) that have high pod mobs and gold rewards for ALL CLASSES. I would also make these areas require all different classes to complete. You could make there be Vortex Gate spots, Mobs that can only be damaged by magic/certain weapons (ex: axes) that only 1/2 classes can equip, make a death trap maze that requires a mage to cast protect to get through, forage for keys, heal to kill only etc etc.. The possibilities are endless and do not require any more coding. This would not only give players something new to do everytime they leveld up but it would also REWARD THEM FOR CO-OPING THROUGH THE AREA, instead of grinding the same picture from level 25-40.
#3 Diversity-Balance
This ties into the previous two issues, but should be mentioned. Right now we know that some classes are underplayed not because they are "bad" but because it is difficult to level them past 35.. Another reason is because of the "Work put in VS what the character is capable of". Right now the "easiest" classes to train are also the "best" classes in their roles. Why should someone level a ranger (dps) that is 5x more difficult to train than a zerk and 5x more difficult to level past 35, when a zerk out puts way more damage and is cheaper to train/equip etc? People are being "forced" into picking the current "easily" leveled classes over something they truly want to play because there is no reason to. There is no PvP so it's not like people are leveling certain classes to counter existing ones.
I would suggest what I have previously suggested and maybe class based areas 36+ so that you could get into the roleplay aspect of your class while also exploring new content.
#4 PvP
Currently there is absolutely no PvP outside of the random pk here and there, which usually involves an invis class and a couple shades. PvP is what used to drive me personally as a player. I grinded so I could become stronger so I could show off how strong my crit was. PvP is what drove diversity. Back before the game was all about what class makes exp/gold the fastest while being easy to level past 35, it was about leveling up to become stronger than your enemy. That drive (which ties into the above) is what the game is missing for me and thats why I have suggested other forms of motivation to be added to the current game.
As far as PvP goes, I would obviously suggest PvP events again.
#5 Outdated bosses.
Outdated bosses is another issue of mine, but the last on the list because I believe my major issues fixes would solve this as well.
That sums my thought process up. If you want to contribute feel free. I would suggest reading the big wall of text though, it's a good one.
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