You see, the end game is a very…dangerous thing to the mmo games…
The "endgame’ is the location where players will find the last line of the quests and the company “blizzard” needs to be creative to what playes will do after that, because they want players to be online and have things to do.
Ok, we all know that…
But let me give one small example of how i think the endgame should be - ragnarok online.
They put three systems that in the endgame will keep players busy.
First - WoE.
War of empire is a GvGvG thing…it was amazing in the time that the game is very alive and keep players doing the same thing because is enjoyable…
There is some castles with one or two entries and some rooms, that leads to the empire run, the center of the castle with have a yellow stone thing that have a “life” and if a clan breake it, the other clans leaves automatically the castle and the clan who breake it keeps the castle , the banner change and 30 seconds later other clans can invade again.
Why was this so good ?
Because it’s a good pvp. It’s the same idea of “get the enemy flag” but with a stone with life instead. And, because the players need some preparation for this “wars”.
The second system was the card systems - all pve enemies of the game have a small, minimum chance to drop a card that give some atribute like, more crit, more dex, more agi, chance to do something…imagine all monsters in wow having a gem with a unique atribute…so, that’s it - and the players farm those enemies just to drop the cards and make builds…and just for two things : WoE and fight bosses…
The third system was the class specific needs - there is some classes that needs materials to fight. Like assaassins, they needs to make a thing called deadly poison to use it, that will give a one minute bonus to their demage and will boost some atacks. This changes the class and make them very…powerfull with some atacks.
They need to farm four or five itens to create one deadly poison…and the WoE is about one or two hours depending to the server…
There is some farm to priest with gems, creators with acid…so the game have this system to make players “busy” before the WoE.
And, if you can count on this - they have the refine system, every player want to go to the WoE with a +10 item with the best card equiped (every equipment have one slot for cards) and the dificult to make a +10 item is high.
So in the week players are busy getting items to woe or farming cards, farming more items to refine, fighting bosses to try to drop the boss card (very rare) - just to go to a WoE , try to keep a castle that have an economy - if the castle is invaded and they breake the empire (the stone that i said before) - the castle lose points of economy , so the castle will give less drops after the WoE …so the clan need to hold it with allied clans helping out.
In the end, they keep player busy because of the rotation systems in some classes that need to farm items - the refine system - the card system - just to go to a war more prepare to do a better job. And the WoE was really, reaaaaally fun to play…a castle with a clan banner ? that was awesome…there is a icon of the clan before the player name, this shows what clan the player are in, and if your clan gets a castle and keeps it, you feel good to walk around the cities with the icon of your clan in your name. It’s easy to find enemies and allied clans, this makes clans easily recognized and that makes some cool historys…
So players loved WoE back in the time…and the ragnaroks endgame was a blast.
There is a lot of things to do in the endgame of ragnarok, like some quests to make unique items (like excalibus) and that was hard. And you can refine the excalibur, and if it breake you need to make another…so it was hard…There is some special bosses , endless towers, the normal PVP that was really good…
Ofcourse, the game have some issues in balance, there is not perfect game…but, i think ragnarok have better endgame than wow.
what wow have to give to us in the end game ?
World quests ? grind reputation for what ? pvp ? grind essences for the neck - a neck that haven’t any animation we can’t see this neck item on our neck…it’s very different from the legendary weapons…
That’s bad. That’s really bad blizzard…you are losing for a old 2d-3d game …
For a long time, a lot, a LOT of posts are asking for a better job on the endgame…put a GvG thing in it, make a garrison to the clans, make some invasion system from other clans…make rewards to hold it , make systems inside it, make dungeon and raid systems, archievs…make specifc dungeons only for the garrison, then the player in the clan can farm, or level up…make , idk, 100 spots for garrisons around azeroth, every one with a speciall dungeon - and the clans can change the garrison location if they want, losing the progression, just to go to another dungeon that they find better to have or just to have another location for the clan “house”…
And show the clan icon on the names…that will make clans more important, and in the end game with garrisons for clans and wars inside it, the players will have a new meta to do in weekends - and you will stop the focus only in the raids (pvE based).
If you make a garrison for the clans, a war in some hour of the day in the weekend, if you put some archievs to change the garrison looks or unlock features, if you put 100 spots for locations to the garrison on all azeroth, if you put a speciall dungeon inside those garrisons and make it unique, with items for quests or some ideas inside this dungeons, special monsters that will appear if the garrison have an amount of points (that garrison lose if they got invaded and the invaders steal it) , if you do it right…then that is one more COOL thing to do in the end game.
So you can do it, do a better item system with refinement to +10 - the item can breake in higher refiniments (above +4 for example) and that’s make sense to the same items that drops in the dungeons that we already have…this put some “sense” in why players do the same dungeon over and over…it’s just because they want the same item to refine it. AND you can stop the random atributes on it.
In the end, you put grind in another location that are cool and will not give to the player the sensation of “i’m doing the same thing and getting random items that i will not use and why m’i doing that…i’m going to play pubg or fortinite…”