The Pulse: Community Catch Up | 2WC 4 Sept
#22
(10-05-2023, 11:04 AM)Doctor Internet Wrote: Players demanded more systems, more interactions, more things to do, instead of just having those individual interactions.

I'm not arguing against innovation or the addition of new systems. My point is that these changes should not upset the core gameplay balance. New systems should be integrated in a way that complements rather than competes with the foundational elements of the game mode.

(10-05-2023, 11:04 AM)Doctor Internet Wrote: I appreciate that things seemed to work better in 2011, but I don't think that just turning the dial back on the gamemode will fix it. It's not just the gamemode that changed since then.

I understand that turning the dial back to 2011 may not be the solution. However, critically examining what worked before offers insights into how to improve what is broken. Sometimes the best way to move forward is to take a step back and reassess. The economy is the backbone of the entire game mode. The economy influences player decisions, the roleplay in the city, and even the extent to which aggressive and passive roleplay can co-exist. When the economy tanks, it impacts every other aspect of the game.

This isn't about stubbornly clinging to the past, but rather using successful mechanics to improve FL.
The economy needs attention, and it needs to be rolled back to where it was before.
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RE: The Pulse: Community Catch Up | 2WC 4 Sept - by Haarek - 10-05-2023, 01:12 PM

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