I have the capability to create end-content game, just takes some time. Low cap doesn't make the game more fun, most of the interesting things on Silkroad came after cap 100 (job cave, jupiter/alexandria instances, forgotten world, socket stone system), my server will be always up-to-date with the latest official updates, this means, cap will increase to 130 as soon as Joymax release it. When that happens we can focus on real end-content game, because 130 cap is going to be without any doubt the last official cap.Quote:
IMO i think your end focus on the max degree isnt that wrong.
But the way i see it is that to high rates will make a server boring quickly. Only much good endgame content can compensate this, however this is very hard to create in terms of creativity.
If you are releasing a 120 cap server with mid or low rates, I think it would be to much. It should go step by step, at least if you want to keep people interested.
Some examples of end-content game I will be making are:
- Massive RAIDS vs unique monsters (like Roc instance)
- Party-instances
- Custom end-game storyline
- Final set obtained by completing storyline (for example)
- Triggered events and interactive NPC's
Static-low level cap is boring for me, the aim of the game there is just farm as many suns as you can to beat the shit out of the rest of the players on PVP, it was good back in 2008-2010 (ecsro times) because Silkroad didn't offer anything else, but currently the possibilities are huge, and stick on low-cap servers is a waste. People think that ECSRO/MHTC was great cuz his lower cap, but that wasn't the reason, it was because there was no alternatives and everyone played there. Big community = more fun.