First, thanks for the ideas and input - I always appreciate that.
You know, ironically enough, I think that the popularity of monsters may have hurt the site. On the one hand, you got to fight monsters so you didn't have the urge to fight each other any more. That hurt the competetive nature of dueling and the social interaction that would occur around it. On the other hand, it kinda killed your betting system as there were no duels to bet on.
I think you are right that monsters are the main contributing factor in killing the social aspects of the site. I think it could have been avoided in I would have realized this ahead of time. Hindsight is 20/20
- Instead of random monster fights, implement random user fights, hopefully against people that are currently online.
The idea to have random user vs. user fights is a good one and I'll put that into consideration. However, I am not going to take away random monster fights.
- Rescale your system to better value time spent on social aspects. I know you've done this to some extent, but I think more can be done.
This is a process that I will continue to do. One thing will be to increase and diversify what you can get using Dragon Mullets.
- Rescale the mullets/items so that we don't feel like we're all done and don't have anything else to accomplish. Give us something to reach for.
I have played AT longer and for more hours than anyone, and there is still plenty for me get. I am not maxed out, not even close. So, I feel there is always something to reach for. However, balance is lacking in the entire mullet/item system. It does need some work.
Here is a preview of what I expect to do.
First, and most significant, I am going to separate the site into a community side and a game side, and these halves are not really going to interact. For example, you won't find monsters when answering questions of the day or voting on things. But, doing those things will still help you in the game side.
Monsters are going to be reworked to have levels.
Levels will likely change to needing a static amount per level, like 1000xp, and monsters with lower levels will give you less. This will make buying exp with dragon mullets actually reasonable when you reach higher levels.
Combat will no longer be hero based (i.e. you are fighting stuff on your own), it will be party based - you will have 4 characters to develop and mold and use to fight monsters. Due to this, you will no longer be able to invite other users into your fight. Also, equipment will be simplified and the number of different types reduced, to avoid the massive headache of dealing with 4 people in the current system. You'll still be able to fight with your party against another person's party, though.
Classes will be totally reworked. There will be 4 archetypes instead of the current three (Engineer will join Warrior, Rogue, and Mage). CP will go away and class advancement will be based on time in class. AP will go away and be replaced by master points, which you will use to upgrade attributes and unlock and level up skills.
Parties will progress through a series of zones, each zone having up to a certain strength of monster and a certain power of item, etc. A task will have to be completed before moving up zones.
Combat will switch to a quasi-real time format, where certain moves will take a certain amount of time, so using super moves will take longer to pull off than more simple moves, adding more strategy into the fights, instead of just spamming strong attacks.
And all that is just off the top of my head - I have detailed notes that cover a lot of ground. I may post in more detail what I expect to do sometime soon.
Well I've been meaning to post about this but the EQ system kinda made me want to not do anything. Too complex.
Beautyrains mentioned something about this also. Have you noticed that I made the system easier recently? I took away the different types of slots, along with penalties for stacking same mulleteria into the same piece of equipment. Now slots just have levels to worry about.
That may not be simple enough for you, I dunno, but regardless, the system will be getting more simple. My thought is that equipment will be a mix of the two systems - pieces will have several ingrained stats, and a couple slots to add custom effects.