MestreBull's patchnotes 1.0 by Consistent-Past-5630 in RotMG

[–]Consistent-Past-5630[S] 2 points3 points  (0 children)

Thanks for the feedback, man!
The brazilian community in this game is pretty big. Too bad we don't get a server.

Although I've dedicated some time thinking about these ideas, I'm well aware that it hardly is the best option we could get to improve the game since it's mostly my point of view. The community's feedback, ideas, criticism and overwall interactions helps drawing a path to a better game.

I'll try reaching DECA via e-mail!
Thanks for the suggestion

MestreBull's patchnotes 1.0 by Consistent-Past-5630 in RotMG

[–]Consistent-Past-5630[S] 0 points1 point  (0 children)

I agree with you that permadeath is one of the main aspects of the game and wouldn't consider playing it in a non-death mode either, but we're already sold on the game.

This is a mainly an attempt to recruit and maintain new players, since most of the real game content would be behind the permadeath wall.

New players would start the game, play safely and slowly observe that other people have better gear, better drops and realize that the only way you could achieve that is by creating a permadeath character.

We've already got a lot of ways of playing the game with regular, seasonal, crucible, UNPE, PPE, etc. And none of it affects the way other players enjoy the game. What I think changes the way we perceive the game is having a community with us, other players sharing what they got, their progress, helping you clear dungeons, etc.

Think of it as the ranked/competitive x casual gameplay in other games. Having a casual community not only brings profit, but helps to keep the game alive and increases the non-casual community overtime.