A character wipe was a thing supported in the past and never happened, back then i was against character wipes, the mod was kicking it with much more quality content and plenty of more people around to play with.
Nowadays i do feel like a character wipe would be a solution for many things. I do even think that it should happen, IF ms:c ever gets added to steam. It's only logical to start anew just like everyone else that will be playing for the first time. Of course, alot of us would know where to go and what to do to get things done. This is something that can't be avoided unless the mod gets a complete rework, which is something i highly doubt will ever happen.
So the best thing that could come out of this is proper balancing for certain items such as potions and fixing a broken economy.
As far as i understand, a broken economy leads to not having certain aspects of the game become a thing in this game, like using gold to buy ingredients and create potions yourself, or buy ingredients to forge gear, or anything along those lines. Game should hand out a few coins every now and then rather than hundreds or thousands of coins per chest/kill. Items should be sold for smaller values than larger values aswell. Gear should be rebalanced based on the amount of time/effort it takes to get it, and it's level range. (eg: phoenix armour spawning in a medium tier map and its a endgame item right now, endgame being at least double the required level to get it)
Adding content to low and mid tier is somewhat of a waste in this game, unless it's a challenge or a puzzle of sorts like the one map with the quest to get soups. Another reason its a waste of time is because the grinding on early levels go by so fast nowadays, there are xp bonuses while playing on FN and with additional players. Rare gear from 2008 is now common gear, making newcomers get these items pretty early and easily, speeding up the process of grinding. Essentially this game makes the player rush content early on to reach 600 to 700hp asap, by then it gets slower and more tedious. You will be farming dungeon raid maps over and over for xp and loot, this is ms:c in a nutshell. The only salvation is has without going through a major overhaul is focusing the content for high end players. It doesn't have to be on the extreme, but mind you. Thunder plains is planned to be on the highest level cap possible if im not mistaking, which is around 60. The current cap is 45. Anything after 60 is considered apostle tier, i think?
The only way i see making a challenge towards players in a map of this kind is simply laying out traps and have challenges, surviving certain things thrown at your face that don't really rely on combat alone. Using ingame mechanics to get the job done for example, luring a critter from a cave to the open world and have it get hit by lightning to get it killed or overcharged into something deadlier that could give you something in return.
Last tip i can give you would be, instead of focusing on a straight forward path that will lead you to the boss of the map, why not create multiple bosses/mini bosses hidden within the map that require certain things to be done in order to make them spawn.
And i'm off to sleep, kinda went fast with this post and skipped some lines in your post, got to wake up in 6 hours to work. We can continue this tommorow, i would be glad to give you hints as to what you could do and what you should avoid.
Nowadays i do feel like a character wipe would be a solution for many things. I do even think that it should happen, IF ms:c ever gets added to steam. It's only logical to start anew just like everyone else that will be playing for the first time. Of course, alot of us would know where to go and what to do to get things done. This is something that can't be avoided unless the mod gets a complete rework, which is something i highly doubt will ever happen.
So the best thing that could come out of this is proper balancing for certain items such as potions and fixing a broken economy.
As far as i understand, a broken economy leads to not having certain aspects of the game become a thing in this game, like using gold to buy ingredients and create potions yourself, or buy ingredients to forge gear, or anything along those lines. Game should hand out a few coins every now and then rather than hundreds or thousands of coins per chest/kill. Items should be sold for smaller values than larger values aswell. Gear should be rebalanced based on the amount of time/effort it takes to get it, and it's level range. (eg: phoenix armour spawning in a medium tier map and its a endgame item right now, endgame being at least double the required level to get it)
Adding content to low and mid tier is somewhat of a waste in this game, unless it's a challenge or a puzzle of sorts like the one map with the quest to get soups. Another reason its a waste of time is because the grinding on early levels go by so fast nowadays, there are xp bonuses while playing on FN and with additional players. Rare gear from 2008 is now common gear, making newcomers get these items pretty early and easily, speeding up the process of grinding. Essentially this game makes the player rush content early on to reach 600 to 700hp asap, by then it gets slower and more tedious. You will be farming dungeon raid maps over and over for xp and loot, this is ms:c in a nutshell. The only salvation is has without going through a major overhaul is focusing the content for high end players. It doesn't have to be on the extreme, but mind you. Thunder plains is planned to be on the highest level cap possible if im not mistaking, which is around 60. The current cap is 45. Anything after 60 is considered apostle tier, i think?
The only way i see making a challenge towards players in a map of this kind is simply laying out traps and have challenges, surviving certain things thrown at your face that don't really rely on combat alone. Using ingame mechanics to get the job done for example, luring a critter from a cave to the open world and have it get hit by lightning to get it killed or overcharged into something deadlier that could give you something in return.
Last tip i can give you would be, instead of focusing on a straight forward path that will lead you to the boss of the map, why not create multiple bosses/mini bosses hidden within the map that require certain things to be done in order to make them spawn.
And i'm off to sleep, kinda went fast with this post and skipped some lines in your post, got to wake up in 6 hours to work. We can continue this tommorow, i would be glad to give you hints as to what you could do and what you should avoid.