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How to deal with weapon power-creep in an MMORPGRPG?

Power creep is a process that sometimes occurs in games where new content slowly outstrips the power of previous alternatives. This leads to players abandoning previous options in favour of the latest and more powerful alternatives, resulting in an inevitable increase in power throughout the game.

I am developing a private MMORPGRPG that has approximately 10 players. Although the scale of the game is very small, it is falling victim to power-creep. Four players have reached the current "end-game" weapon and armor set and are running out of things to accomplish in terms of collecting the most powerful items.

I have a lot of great ideas planned, but many of them involve releasing weapons that are not stronger than the current strongest. The negative of this is that the players who have already achieved something greater don't look forward to the content update, and tend to come online less often. I don't want to release a weapon that is stronger, because this releases a lot of new issues with balancing in other areas of the game.

I have a couple of ideas that could slow this issue:

  • Although the new weapons may hit less damage, they may perform different effects that benefit the player in different ways
  • Reduce the damage of all weapons, so the slot for the previously-strongest weapon opens up for a new weapon.

How do I slow/stop power-creep of weapons and armors? (This question is not about finding ways to keep players online longer).

How to deal with weapon power-creep in an MMORPG?

Power creep is a process that sometimes occurs in games where new content slowly outstrips the power of previous alternatives. This leads to players abandoning previous options in favour of the latest and more powerful alternatives, resulting in an inevitable increase in power throughout the game.

I am developing a private MMORPG that has approximately 10 players. Although the scale of the game is very small, it is falling victim to power-creep. Four players have reached the current "end-game" weapon and armor set and are running out of things to accomplish in terms of collecting the most powerful items.

I have a lot of great ideas planned, but many of them involve releasing weapons that are not stronger than the current strongest. The negative of this is that the players who have already achieved something greater don't look forward to the content update, and tend to come online less often. I don't want to release a weapon that is stronger, because this releases a lot of new issues with balancing in other areas of the game.

I have a couple of ideas that could slow this issue:

  • Although the new weapons may hit less damage, they may perform different effects that benefit the player in different ways
  • Reduce the damage of all weapons, so the slot for the previously-strongest weapon opens up for a new weapon.

How do I slow/stop power-creep of weapons and armors? (This question is not about finding ways to keep players online longer).

How to deal with weapon power-creep in an RPG?

Power creep is a process that sometimes occurs in games where new content slowly outstrips the power of previous alternatives. This leads to players abandoning previous options in favour of the latest and more powerful alternatives, resulting in an inevitable increase in power throughout the game.

I am developing a private RPG that has approximately 10 players. Although the scale of the game is very small, it is falling victim to power-creep. Four players have reached the current "end-game" weapon and armor set and are running out of things to accomplish in terms of collecting the most powerful items.

I have a lot of great ideas planned, but many of them involve releasing weapons that are not stronger than the current strongest. The negative of this is that the players who have already achieved something greater don't look forward to the content update, and tend to come online less often. I don't want to release a weapon that is stronger, because this releases a lot of new issues with balancing in other areas of the game.

I have a couple of ideas that could slow this issue:

  • Although the new weapons may hit less damage, they may perform different effects that benefit the player in different ways
  • Reduce the damage of all weapons, so the slot for the previously-strongest weapon opens up for a new weapon.

How do I slow/stop power-creep of weapons and armors? (This question is not about finding ways to keep players online longer).

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How to deal with weapon power-creep in an MMORPG?

Power creep is a process that sometimes occurs in games where new content slowly outstrips the power of previous alternatives. This leads to players abandoning previous options in favour of the latest and more powerful alternatives, resulting in an inevitable increase in power throughout the game.

I am developing a private MMORPG that has approximately 10 players. Although the scale of the game is very small, it is falling victim to power-creep. Four players have reached the current "end-game" weapon and armor set and are running out of things to accomplish in terms of collecting the most powerful items.

I have a lot of great ideas planned, but many of them involve releasing weapons that are not stronger than the current strongest. The negative of this is that the players who have already achieved something greater don't look forward to the content update, and tend to come online less often. I don't want to release a weapon that is stronger, because this releases a lot of new issues with balancing in other areas of the game.

I have a couple of ideas that could slow this issue:

  • Although the new weapons may hit less damage, they may perform different effects that benefit the player in different ways
  • Reduce the damage of all weapons, so the slot for the previously-strongest weapon opens up for a new weapon.

How do I slow/stop power-creep of weapons and armors? (This question is not about finding ways to keep players online longer).