dedude wrote:There seem to be this weird notion that any level below 30 sucks, and not until you reach that ultimate level will you be able to have fun and enjoy your character.
Yes, this is more or less the Unsolvable Issue. There are plenty of reasons behind this, of course, but I'd like to point out just 2: 1) when you have a sandbox with Levels 1–30, the lower-in-power levels will ALWAYS feel inadequate, and thus, the Players behind those "weaker" Characters will do whatever they can to "fix" the problem; 2) lack of Server Wide Campaign + regular DM Events that cater to low levels, so those PCs—and thus the Players behind them—can feel like having a low level PC can actually be MEANINGFUL to the Server (and not just an ego that sits out the fight or has little to offer the entrenched lvl 30 near god-like Characters that have been on BGTSCC for years).
But no one is listening.
dedude wrote:Make the quests non-repeatable. Or at least with a level cap.
Some do have a level cap, currently. Nonetheless, it has been suggested many times in the past that Quests could be set to 1-time-per-PC, and drastically increase their 1-time payout. Thus, a newbie could gain some actual Levels on doing the quests right away, or, hold off until Epic Levels, and maybe even collect 1–2 levels from doing "The Quest Tour."
But no one is listening.
dedude wrote:Double the cap on RP xp
Has been suggested many times before.
But no one is listening.
dedude wrote:Add the XP pool that was suggested, but give it a low-ish cap so you need to go drain it regularly. This should alleviate at least one possible exploit.
Has also been suggested before, many times.
But no one is listening.
dedude wrote:Re-introduce the level cap on chests. I hate seeing higher level characters running in mindless circles each reset, very immersion breaking.
Has been suggested before. But the reason it probably won't ever change is because the current paradigm seems to be to have Players chest-grind for low level items to sell at NPC merchants, so that they can acquire coin at Player-leisure, and then spend that coin at Epic Level NPC merchants (in the bloody, stinkin', immersion breaking Wal-Mart of the HELLZ!!!). So you'd have to convince some to change the change that was recently made to bring the Server to this point.
But no one is listening.
dedude wrote:Bump the loot drops + xp from boss'es way up. This can include chests and treasures at the end of dungeons as well. Give people an incentive to group up and go do that hard dungeon instead of just rolling through the orc cave one more time.
Has been suggested before. But making difficult dungeons and setting the Loot drops requires someone to actually do this. That's volunteers and hours put into the Toolset.
Is anyone listening?
dedude wrote:Challenge the area builders to come up with dungeons that require a group with multiple roles
There are already a few of these—the Devs have listened, from time to time. You'd be surprised about how many complaints are actually made because of this—people want to solo, mate!! And cooperation and grouping slows down the solo-loot-grind-free-for-all. Don't stop the rock!!!
But let's hope someone is listening!!
EDIT: Thing is, so much is actually said and discussed in private chats related to what the Server is about and where it is headed in the future. That the general Forum user is often kept in the dark, unintentionally I assume. Maecius was always a good chap by keeping the State of the Server regularly updated, and that really helps to show a sense of direction for BGTSCC. The mantra has been for a long time to not publicly say anything, so that one doesn't have to feel pressured to deliver. But I, for one, believe that more sunshine on the admin of the Server AND some detailing of what is being developed, helps the community-at-large feel like they are "in the know" and actually part of what is going on here...beside the Role-play IG aspect of the Server.