The player retention rate is abysmal. 1000's of players are joining but very few are staying.
The issues or problems I want addressed are the ones I outlined in my first post at the beginning of the thread.
(the grind, skilled players, poor maps etc)
At the current rate of player retention we would need tens of thousands of crpg downloads to see a decent growth in crpg. Its not sustainable
Now now, you are making as much sense as this mecha TV dalek thing, parroting "UNSUSTAINABLE" and what else not.
Fix the problems that I outline in the beginning of this thread and you just might save CRPG. Your welcome
Your argumentation is ridiculous.
You think this cRPG system is grindy? Do you even know how it was like when the mod was new? Clearly not.
If I recall it correctly it took me many days, if not a week of non-casual sessions to just get some levels and ONE piece of armor. Yes, one.
No multipliers, no skip the fun, no time based tick system (arguably more fun, XP barn meta anyone?), no fast leveling so you are out of peasant stage in some hours. It took DAYS. WEEKS. Everything was a serious investment of time. Month even if we calculate everything.
People even avoided certain weapons because of how expensive they were, and nobody tried them before so nobody dared to touch it first. Also forgot to mention, there was no way to reset your stats either.
So reconsider your views, for you have seen nothing about how and from what cRPG has progressed to this current state, which I am not in a great touch in with, I must add, due to many reasons. However I still know how things work around here.
Of course this was all 4 years ago but still. It puts everything into perspective.
I have seen plenty of these self-claimed saviours of cRPG bringing forth the same thing over and over like it is some secret prophecy and we must listen to his oh-so revolutionary ideas, or else the mod dies out. They all said the same thing, like you.