TL:DR Unlimited unique gear does not make me want to play more or longer. It makes me want to play the same amount or less.
My issues with unlimited gear:
The major issue with unlimited gear is that it eliminates the necessity to rush. For players like myself, the rush is one of the only exciting times playing Arctic. It is for me one of the only points in the timeline of a player wipe that there is a competitive spirit like there used to be in this game.
But other players have even killed that experience for me. They have opted out of the competitive spirit of the rush and the game entirely. They want to play a game where they are not bothered, can do whatever they want when they want. They sometimes threaten to quit if they are bothered too much because that's not why they play.
Exclusivity is also a draw for players like me. It really is nice to have something that someone else doesn't have. In my daily life, I like wearing clothes that I don't see other people wearing. I like the feeling of knowing when I catch a huge fish that many people have not caught a fish that size before. The experience has greater value to me due to exclusivity.
And yes, this will all come back to PK, because I do think that is the most exciting time in Arctic. When something is exclusive and someone has something I want, I have to attempt to kill them to take it if I really want it that bad. Another option is to trade something of equivalent value to them (game knowledge/other gear).
Why non-exclusive gear sucks to me:
A wipe with non-exclusive gear will have a definitive ending point for me. I've made my set, I've killed the monsters I want to kill. Why do I have any point of continuing? I know I can do it all with the right group, the right prep, etc. In fact, what's the point of even playing at all. It would be like playing the same JRPG over and over and over again. To me that's a waste of life. There is nothing dynamic about that experience. There are no question marks to that scenario. I know what I want. I know how to get it. The only thing left to inject any competitiveness into the game for me in this scenario would be to attempt speed runs on end game mobs. Is that what Arctic has come to?
Alternative proposed changes:
- Make all non-unique items unlimited and raise the load %. This opens the game up for everyone, it removes the excuse that when I am PK'd - I cannot progress in the game.
- Make all unique items 100% load, create a delay after decay function - when item decays it will not return to the game for a ranged period of 48-96 hours. This decreases the chance a clan can monopolize the unique items.
- Make all unique items decay at the same time. I know what you're gonna say, but I just killed Cyan and I only had this item for one day. Well tough, now you know you're strong enough to kill Cyan and you know in the next few days there's going to be another rush for exclusive items. Get out there and get some.
- Remove non-essential immortals (34 down) ability to determine whether these items are loading or not
Fix PK and make rewards for being good at it
Every change to PK over the last decade has been targeted at making it more difficult to kill someone. This makes it even more likely for players to quit when exclusive items exist because eventually they hit their EQ wall and have no means of improving (in the games current form). They can't kill the players with the equipment they want and they can kill all the mobiles they know. I propose moving in the other direction.
- Improve targeted CC to prevent easy escape. i.e. Hold Person/Monster/Para is now 100% land chance on players but only lasts 2 rounds. Cannot be negated by AMS.
- Increase the Skill cap by improved blocking/counters. Give characters abilities to brace for a melee characters CC or Arcane shell magic users CC - lasts 2 rounds/1 round lag/5 round cooldown. If CC blocked, 1 additional round lag for opponent. Text is not visible to other players so triggers are ineffective in determining when they are protected/vulnerable.
- Expand chances to fail so that escape mechanisms are not 100%. Or conversely take several rounds to channel.
- Remove the who list, Discord seems to be functional method for people to trade gear, interact with other players, find groups, seek help
- Remove hunt, it is rarely used for it's intended purpose, and more often used as a defensive get out of jail free card
Create PK Rank / Bounty system and determine effective ways of preventing abuse of the system.
Anyway, those are some of my ideas on how I think Arctic can improve.