Blog Post
My “solution” for Relic Delta
After reading through CG’s long explanation of why Relic Delta would supposedly be the solution to the central problem, it got me thinking. At first, I rejected the idea of Relic Delta outright, but then I started to consider that maybe it could have a place in the game… just not within the current system.
In my view, the developers are looking for answers in the wrong place: instead of focusing on growing and sustaining the player base, they’re trying to protect and encourage a smaller subgroup within the game. But is it possible to do this in a way that benefits everyone? I think yes! My suggestion would be the following:
The game should be split into two parts:
- F2P part – built on the current system, essentially unchanged, just expanding with future content. This part of the game would serve as a “training mode,” where we’d still develop our characters and enjoy all the possibilities the game offers.
- P2P (Pay-to-Play) part – based on the teams you’ve built in the F2P system, this would be a registration-based competitive mode with real monetary (or even other tangible) prizes, similar to online poker tournaments.
This could include, for example:
- entry-based tournaments (including a symbolic fee or a ticket earned in F2P events)
- 1v1 / 2v2 / 4v4 GAC / mini TW
- 1v1 / 2v2 / 4v4 challenge GAC / mini TW against a chosen opponent (because who wouldn’t want to face off against their own guildmates?)
Each tournament could be divided into 3 (or more) limited categories (e.g. Relic 5 / Relic 7 / Relic 9) with different entry fees. Lower-level characters would remain at their tier, while those above the cap (e.g. in an R5 bracket, R5+ characters) would be scaled back to that level.
In this entry-based system, Relic Delta could be introduced as an incentive for players to keep upgrading, so they could compete for more valuable prizes—completely voluntarily! The P2P system could then serve to maintain the game, fund new content, and motivate players as well.