I actually read the comments for the sirens avatars and they are mixed (like and dislike)
Also the players have been active on sharing ideas and agreeing to them on this following thread Hunt ideas
What hunt ideas will not be repetitive for you? Some players have ask for dinosaurs/ samurai and gothic theme to come back (it already been done surprising these requests came out).
New pros and new party (Dog Star) have been add but if you actually look to the āpro clubā they rarely do it over 12-14 hours only pro. Dog Star was also add recently.
Already, many clubs are struggling to unlock or complete the current parties. Many players do leave the game for other reasons no solely for āthe lack of improvementā.
I sincerely hope we can discuss and that I am not left on read.
My intention is not to badmouth or disrespect your opinion. I only hope you can tell me these options were already considered and to you this isnāt enough...
She is referring to the gameplay cycle: What actions one performs to get the most out of the game/or to complete a hunt.
Jumping clubs seems to be the most advanced technique.
People sometimes get into a flurry when they do flashes, but sustaining that level of activity requires the investment of real money.
Mercing can also be good but is more tiring than fun if you don't say hi at every port and get to know the people in the clubs.
PvP can be fun but is broken and undervalued by the devs. One can build up huge defensive infrastructure and camp, without requiring them to actively defend.
The gameplay of PIMD, for the most part, isn't stimulating. I needed forums, for many years, to keep me active because I liked debating and discussing things. That was also the appeal of trade.
If you also don't actively make friends and use this as social media, the game doesn't have much to offer.
It has plenty for many people but its raw gameplay is very repetitive.
Have you ever heard the term "reskin"? That is what hunts are, of eachother. The stylistic differences are skin-deep and thus if you aren't interested in that, then they are repetitive.
I actually find it amazing that people get excited for avatars and furniture and showcase items that look a certain way. The amount that such devices work and have continued to work, and keep certain players active shows how the game has changed and how it has started to rely on dressing-up.
PIMD's community has rotated hard from actively being against it to celebrating that, and the game has adopted dress-up elements, vastly changing its character from a team-building exercise to a role-playing game.
A few years ago, the devs tried introducing leaderboard club rewards wherein you would be rewarded as a club for doing well and being a part of that club would net you certain rewards.
This seemed, in part, like an attempt to bridge that gap, but to reinforce the team-building exercise however it heavily rewarded clubs that did premium parties, and those clubs are run more like businesses than clubs.
If you like a hunt, you sell a club a cat or dog for an additional reach at that hunt's rewards.
Some clubs promote loyalty however when they require that investment, I see them as toxic to peoples' financial habits. It's a community that requires constant donations to constitute membership, and if you fall behind, you are kicked to the side: thus the community's undermining is constantly visible, and a sense of futility or superficiality is looming.
The dormlympics hunt turned that on its head. Finding a good club, mercing, etc. was all done without the need for money.
There was a bronze, silver, gold (t500?, t100, t10) leaderboard to shoot for every day encouraging high expenditures, but there were also rewards that could be earnt by completing different parties.
Being in a good club would mean that if that club had a program to do every party, that if you were in phase with them, you would get every party done and have every pin (or almost). Thus loyalty was rewarded, and mercing was always a perfectly suitable option becausr you could check club buzz to see what club wad doing what party and go to the ones you needed.
There was discovery and collaboration in forums in terms of hunting down different collectibles, and so on.
That hunt was short and released a lot of items. An alternative would be to make a much longer hunt releasing lots of items that need discovery.
The devs artificially introduce a sense of discovery by staggering the release of side stories (which quickly become exclusive to spending players).
By rehauling the current system, the gameplay of hunts could reward players with items for both loyalty and mercing, simultaneously encouraging spending via a leaderboard, with longer hunts that people feel they can have some downtime from, encourage collaborative discussion on forums that isn't exclusively held by flash clubs and their contacts in forums (decentralising it).
It is probably far less profitable than what we have, now, but it's far more engaging, and even if any devs know that, I don't think they'd be allowed to run with it.
The game is more pay-to-win than ever before, its soul has been stripped, and even the forums community is dying without a significant contingent of people know it exists or want to continue it.
To curious, new players, there are better games...
To those who understand, there is little left to be said, the devs don't know or have ignored the truth for long enough, and I believe those good ideas will continue to fade.