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Decrease in Population?

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Ninepaces
Posts: 313

Re: Decrease in Population?

Post#41 » Fri Jan 20, 2017 1:07 pm

Is gear accumulation really the main catalyst for activity so much that some ppl stop playing when getting max gear?

I dont know the answer to that. The gameplay itself should be entertaining itself that it is its own reward. Its not even the devs fault if people have the mindset that accumulation of gear is the only reason to play.

However, maybe some some content can be released that encourages regular log in. For example, in hearthstone you get a cardback if you have a certain amount of activity every month. Now I'm not the type the person that gives any sort of **** about a cardback because Im not the accumulation type of player. In every game I play its the enjoyment of the activity itself that drives me. But there ARE people that collect every cardback they can, and try to get all golden cards and that sort of stuff.

Maybe something similar can be done here...like for example every month if you reach x amount of rp Monthly on a character you get a one time untradeable cloak. That could be taken further by reward special awards for top 3 or top 5 montly rp of each class, like a weapon skin or something like that. Its extra work for the devs, but I think it would stir up enthusiasm and encourage repeated login. Thats what the goal should be... repeated logins.

Maybe dont use monthly rp maybe base it on BO captures/sc wins/zone locks/dominations but that would probably be a bit harder on the developers to keep track of.


OT: My original guild Critical Acclaim getting back together. Since they disbanded I played on and off as a guest with both LoB and krautcontrol (among many others) and they are all fun, great guys.

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Dragaz
Posts: 6

Re: Decrease in Population?

Post#42 » Fri Jan 20, 2017 1:28 pm

Cimba wrote:Maybe I should write a guild thread about krautcontrol. For some reason people put us in the competitive guild corner. Actually we're just a bunch of zerg leechers who also do scenarios and 6vs6 if we're bored.
Don't bother. You've been put into the competitive guild corner because that's what left of the competitive scene. Your description transfers perfect to any guild left, even though it is a bit harsh.

"A bunch of zerg leechers who also do scenarios and 6vs6 if they are bored".

There is nobody left who is serious and that's why i made this one bulletpoint about the competitive scene.
Ninepaces wrote: Since they disbanded I played on and off as a guest with both LoB and krautcontrol (among many others) and they are all fun, great guys.
it seems my comment about those 2 guilds got misinterpreted by some people. i used them as an example because they were literally not relevant at the time RoR had a more or less competitive scene. both guilds might be stuffed with fun guys - i don't know these players - and it also might be fun to play with them. still it doesn't change the fact that they were not able to compete. i mentioned them to explain why decent guilds/people won't return and/or left the game and that's what we are discussing here. it was not my intention to offend them, if i did: sorry! i tried to explain why different parts of the community left the game, that's it.

Ninepaces
Posts: 313

Re: Decrease in Population?

Post#43 » Fri Jan 20, 2017 1:33 pm

No probs. Back to topic now )

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vladivoj
Posts: 27

Re: Decrease in Population?

Post#44 » Fri Jan 20, 2017 1:37 pm

Dragaz wrote:
Cimba wrote:Maybe I should write a guild thread about krautcontrol. For some reason people put us in the competitive guild corner. Actually we're just a bunch of zerg leechers who also do scenarios and 6vs6 if we're bored.
Don't bother. You've been put into the competitive guild corner because that's what left of the competitive scene. Your description transfers perfect to any guild left, even though it is a bit harsh.

"A bunch of zerg leechers who also do scenarios and 6vs6 if they are bored".

There is nobody left who is serious and that's why i made this one bulletpoint about the competitive scene.
Ninepaces wrote: Since they disbanded I played on and off as a guest with both LoB and krautcontrol (among many others) and they are all fun, great guys.
it seems my comment about those 2 guilds got misinterpreted by some people. i used them as an example because they were literally not relevant at the time RoR had a more or less competitive scene. both guilds might be stuffed with fun guys - i don't know these players - and it also might be fun to play with them. still it doesn't change the fact that they were not able to compete. i mentioned them to explain why decent guilds/people won't return and/or left the game and that's what we are discussing here. it was not my intention to offend them, if i did: sorry! i tried to explain why different parts of the community left the game, that's it.
Hey mate and thats why you created new account just to post here? :D

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altharion1
Banned
Posts: 321

Re: Decrease in Population?

Post#45 » Fri Jan 20, 2017 1:46 pm

Dragaz wrote:
Afterife92 wrote:Fusion died when we started accepting to many randoms that never grouped or used voice comms. They were only grinding pve or joining pug wbs. Most of core members haven't played that much due rl stuff (work,uni etc..). Accepting randoms was the result in guild spliting in 2 guilds (Praedonius).
i am whether a part of fusion nor the family related to it. hence why i don't know the exact reasons behind your split - thanks for the insight. what i know for sure is that certain people of your guild lost their ambition to fight serious after enigma left. i'm sure peter will confirm that if you ask him.

also, this shouldn't be a part of the discussion as it is some kind of derail.
Also if J and P didnt insta rage quit/delete chara/blame guild mates on loss every loss in 6v6 maybe there would still be a Fusion :lol:
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peterthepan3
Posts: 6509

Re: Decrease in Population?

Post#46 » Fri Jan 20, 2017 1:53 pm

what i know for sure is that certain people of your guild lost their ambition to fight serious after enigma left. i'm sure peter will confirm that if you ask him.
Pretty much. Never had a regular core EVER from may-december (despite several efforts to do so), nor the same eagerness in our players (apart from 2/3 players), hence why recent 'losses' haven't phased me or my brother given that we'll never get the same calibre as we once had.

Ot: too many carebears/overly sensitive people, zergers who seem complacent to be leeches and never improve, and solo players demanding changes to facilitate their gameplay in a GROUP game - coupled with fact server is in alpha and, thus, not finished - have resulted in a population loss. I think it'll come back given time, and despite what I have said I have a lot of faith (and respect) in the team to make it strong again.

@althi: its easy to say that from the pov of someone who only ever plays in a fotm group with established, experienced people and not constantly having to rely on /5 or randoms to 6v6. Try forming a core for 6 months only to be let down at every turn, and I'm pretty sure you'd be ticked off, too.
(Precisely why my bro, Jack and I are playing wow and, thankfully, only have to rely on one another for 2/3s)

As an aside: it's nice to see my ex-guildies relaying internal events to everyone :)
Last edited by peterthepan3 on Fri Jan 20, 2017 2:10 pm, edited 2 times in total.
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Dajciekrwi
Posts: 700

Re: Decrease in Population?

Post#47 » Fri Jan 20, 2017 2:04 pm

1) First step- make RoR more friendly to average random players , who plays in 2-5 groups(max!). Give them some options to be usefull, now the feeling the unimportance of individuality is terrible. No matter if i fight or not fight masses always win.
2) Remember pls, Warhammer is old and his fans are the least mature- they have work/wife/home/kids/dog - so stop these "hundred years' wars". Keep attack should be faster, zone should changing faster, the dog wanna come to walk too.:)
3) Content content, content- even simple appearance item, are now wanted badly,
4) If you sleep a moment , when internet say" Ror is dead' , this game will not survive.

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altharion1
Banned
Posts: 321

Re: Decrease in Population?

Post#48 » Fri Jan 20, 2017 2:25 pm

peterthepan3 wrote:
@althi: its easy to say that from the pov of someone who only ever plays in a fotm group with established, experienced people and not constantly having to rely on /5 or randoms to 6v6. Try forming a core for 6 months only to be let down at every turn, and I'm pretty sure you'd be ticked off, too.
(Precisely why my bro, Jack and I are playing wow and, thankfully, only have to rely on one another for 2/3s)

As an aside: it's nice to see my ex-guildies relaying internal events to everyone :)
Surely you see the irony in you lamenting the lack of competition on the server, but then complaining about fotm groups.
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peterthepan3
Posts: 6509

Re: Decrease in Population?

Post#49 » Fri Jan 20, 2017 2:30 pm

At least you aren't denying it. Fotm group doesn't equate to competitive pvp; proc setups had been dominant and fotm, but was that really competitive pvp? No, but reliance on (blatently) overperforming, inherent advantages to X setup so as to overcome enemies.

On live double mara/slayer was the norm. Given that class fluidity and viability is integral in RoR's intent and vision of pvp (dps wp changes, magus), it will be interesting to see how groups traditionally reliant on cheese setups to win (not individual talent) will do.
Last edited by peterthepan3 on Fri Jan 20, 2017 2:39 pm, edited 2 times in total.
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Morf
Posts: 1247

Re: Decrease in Population?

Post#50 » Fri Jan 20, 2017 2:32 pm

No new stuff and no endgame ofc plays a part in pop drop but what also doesnt help is the rvr zerg situation which is partly caused by having 1 open zone at a time, as a group you can roam in rvr and get zerged by 24-100 players, run a rdps group in rvr and sit in the zerg or do sc's and stomp pugs, neither of these are fun.

Imo first step is to open up more zones, sure you will get the players who attempt to take empty keeps but i think thats a fair compromise, you will then see more players forming groups to take on the easy mode players looking for empty keeps and will also build relations between players as you need to socialise and coordinate more.
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