Board Thread:Game Discussions/@comment-25097314-20140630233911/@comment-25097314-20140701002526

1) No, the way the system works right now it is ruining the game for high level players. Everyone in guild that is 150+ is saying they are getting insanely hard people while everyone right between 100-110 is saying its insanely easier. And as you get better armor, you should have an easier time. The incentives in game right now reward not leveling post 100. Makes no sense.

2) I don't think you thought what I said through very well. Currently level 101 requires the same amount of points as level 150 does, the same amount as level 400, etc. The system I'm proposing would make level 149 to 150 worth as many points as it currently does entirely to go from 400 to 500. In other words, with the conversion, a level 400 player will probably be pretty close to 125. It would take years to get beyond level 150 for the average person.

3) They can only do that AFTER the fact. What we have now encourages leeching. Once the war starts, there is nothing the guild can do to prevent a player from receiving a reward no matter how little they participate.

4) The weekly arena competition is currently individual only. Aggregate the entire guild's points together to make it a guild competition as well

5) The point of the extra 10 players is to allow inactive members to remain part of the guild. I have played games where guilds have 100s of players, so no 40 isn't that much

6) They are worthless for level 100+, but not leveling up to that point. It's also why they are much cheaper in my example. And you are incorrect. The drop rate for an epic on those chest at 5x is about 2%. 40x at 1200 is $150 and you only have about a 60% chance at an epic. (I've opened over 500 chests). Yes, it wouldn't be for everyone but plenty of people would do this.

8) The game does this till about level 70 and then it just gets very easy. Plenty of very successful games (most famous of which is Diablo but lots and lots of games have this). Basically in Diablo the first area is as hard as the last level from the prior difficulty.