I'm the opposite; I'm desperately hoping for a game where endgame isn't really an applicable concept, and that things to do means checking rumor boards, etc., to see what's going down, where, what bounties are up, etc. Maybe a port town has been under siege by pirates for two weeks and their defenses are failing, and they send out a rallying call for aid, for instance.
And that town only issues the rallying call because:
1. Events cause the pirates to focus on that town (maybe because a lot of adventurers are running anti-pirate activities out of it?)
2. Pirates eventually attack the town in force, and the town defends itself (the AI defenders only being able to push them off for so long).
3. Players fail to defend the town, so the defenses are going down fast, so the town puts up enough gold to pay for reinforcements (which will affect the rate of rebuilding).
And then the actual content of the battle will be relative to what you want to do, and how difficult you want it to be. Maybe you're weak, so you mostly hang out in the main avenues to reinforce the bulwark. Maybe you're a little bit stronger, so you tag along with a vanguard unit. Maybe you want a real thrill, and you charge out into the docks with a small group of like-minded players, and divert pirates away from a causeway where they're trying to bring in cannons. Or maybe you want something really tough and you go ahead and sneak onto ships and fight there.
Then say you actually succeed in driving off the pirates. The way the players drove them off will affect both the future of the town and the pirate gang. Maybe they just created a sufficient headache for the pirates that they went to sack a different, less wealthy town. Which means that they'll fall faster, and that players will receive less support (making the content more challenging).
Or maybe it was a huge victory, and the pirates need to retreat completely to regain their strength.
Or maybe a group of players decided to actually go all the way and fight to the Pirate King (think raid level difficulty in getting onto his ship, through his officers, and to him - and he'd be a raid-level boss). Killing him means that the pirate organization is thrown into shambles until they elect a new king, there's anarchy in the ranks in the meantime so all pirate-related events associated with that faction are weaker, the towns normally under siege by them are more profitable overall, etc.
And I would hope these events see a decent variety in levels of success, and that there's a certain scale for effort. Taking out 3/5 officers only, for instance, would lead to 3/5 of the smaller raids being less powerful for the next two months. Or something.
That's the game I want.
[EDIT]
I swear I don't set out with the intention of these things ending up so long...
Edited, Aug 3rd 2013 11:01am by idiggory
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