efore commenting on my suggestion, I would like to tell you a little about my history as a player. I have been playing online roll games for more than 20 years and 9 of them I have dedicated to this, sometimes I have been bored of some games, in a few games I have been wanting more. From my point of view as a player, the game must always have the initiative to make the impossible possible, to make the player feel committed, not only with the desire to play, but with the desire to achieve the goal.
I put in an example: another one of my favorite games (Tibia), in this game there was always the initiative that from a very high level of the player the GM gave as a reward something extraordinary that nobody could have, a rare item (something that nobody has been able to demonstrate serta way that a gm granted it). there were no examples or anything to show how the subject managed to obtain that object.
many players obtained by placing images without saying places where they supposedly obtained the object but no one could verify it. This gave things a twist and I believe in my person that need to be or become the top of the game or in any case the server I played. and like me other players the same.
Today there is still that initiative to be the top, given that approximately 10 years after starting the online game the creators decided to place a door that was for level 999, at that time the maximum level was 300 if I do not remember . said project triggered that intrigue to know that there was in front of that door and as many rose to reach the level, more missions were placed, more quest, more archivement, so that the player stayed entertained before reaching that level Without losing hope. through social networks and in many countries, the moment in which the boy crossed that door at last after almost 19 years of having created the game was finally made viral, someone reached the dream level. and today there is still that desire for others to reach that level, and although there are already several 1000 level.
My suggestion: It sounds a little crazy, but it has a lot to do with the example, it is about creating a door at 1000 level.
What will be behind door 1000?
My suggestion is that the player capable of having reached level 1000 is able to obtain a legendary pokemon.
Example:
1) cross the door and face a maze full of different pokes all level full elder type.
2) Arrive in a room where Professor Oak will ask you for several missions that you should make and have other missions already completed (dex, letters, quest, etc).
3) After having delivered everything required to reach a final room, where you will be able to find, the possibility of choosing any legendary poke.
4) In that final room there could be several doors with the legendary to obtain, which you must kill and get a valuable items that you will exchange for the poke you chose or keep the items as an achievement (the legendary poke can only be killed by yourself, to prove that you deserve it)
5) when obtaining the poke, this poke will only be from that player, it cannot be transferred to any person, the poke must carry the nickname of the bearer, which will not allow the poke to be traded or anything.
6) Finally it would be good if the player in this case decides to have for example (joint). To kill him and get the item, he will be the only carrier of articuno and that door will be sealed so that it is a unique poke and that another will not have, that will create the need to be the first to reach 1000 to have the possibility of Choose the poke you want.
Note: to all of the above can be added as part of the requirements to have a certain number of years playing the game. I really liked that requirement implemented by you in other rewards in the game.
att Kohnan : 4: