MangoRinds wrote: » I had sort of a big question, hopefully the scope isn't too broad but does anyone know how they plan on balancing the relevance of previous end-game content once they add expansions? I ask because I've seen this is being marketed as a sandbox mmorpg NOT a theme-park mmorpg like WoW. When I think of Sandbox, things like Oldschool Runescape come to mind, and in games like that we have most "end-game" or poweful boss items/gear stay relevant one way or another. Whether through unique effects that stay useful, different allocations of stats like single target or aoe abilities, etc. In comparison, a theme-park game like WoW has end-game gear that immediately becomes irrelevant when a new expansion comes out, as it's higher level and significantly stronger equipment.
Iversithy wrote: » Since bosses drop materials you have a great foundation to keep them relevant on content releases.
Aardvark wrote: » unless the expainsion bosses drop a higher grade of mat required for the new higher tier blueprints
Iversithy wrote: » Aardvark wrote: » unless the expainsion bosses drop a higher grade of mat required for the new higher tier blueprints If the new content offers blueprints that require old and new bosses you can keep all content relevant. The bigger hurdle will be the power level of newly introduced items.
Wandering Mist wrote: » It is incredibly difficult to keep old content relevant when expansions or updates are brought in. Usually it requires there to be a reason to do the old content that doesn't rely on gear rewards. I don't know what Intrepid plan to do for this or whether they will take the WoW route and just accept that old content will become redundant.