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Population

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peterthepan3
Posts: 6509

Re: Population

Post#101 » Wed Jul 12, 2017 11:03 am

Personally I think there's more than enough roleplay on the server as it is, various events facilitated to by GMs, etc. Every day there is a new RP guild advertising in /5, so it seems to be in a good spot right now.

If groups are leaving, it's not because they have been 'satiated'; rather, that there is little keeping them playing. Of course, you'll always have those few groups that don't mind casual pug farming/just enjoy playing together. Several guilds have been banned. Others are just bored.

At least to me, it seems that the server is mostly populated now by pug/ungrouped players. It is a shame, but (and call it draconian if you will), I honestly think more should be done to get people playing the game as it was intended, with other players. We can't be all for removing QoL things like dungeon finders/group finders under the premise that it takes away from the communal aspect of RoR - yet have scenarios catered to people that don't want to socialise/form groups, etc.

A good example of this is my friend Megladonis: even if there is noone online in his guild, and only 200 people online, he'll make an effort to at least form a 3/4man while queuing scenarios.
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flintboth
Posts: 440

Re: Population

Post#102 » Wed Jul 12, 2017 11:52 am

Event are nicely done but they are punctual, they bring no more people online, They do not keep the players more loyal to the game, to the RvR, they don't make it more fun.

If I ask to have more cogs it's for the RvR, not only for the T4 but for all Tiers, they must work together, not to unlock something, just for the anouncements (roleplay...).
We don't need to have complicated cogs, just some who create a Realm activity, anouncements, racial bonus or malus (all Greenskin map taken by Order = Greenskin malus - 2 toughness...) and little tick.

If you want a challenge for your 6 mans, just ask to have the losing Renown and Experience points when you lose a fight, nothing big but something to create a real challenge than collecting greasy these points as we see it today, which is not at all a form of play but a simple collection, sadly there is nothing that raises the game, make the game more engaging.
I would love, really, to have a lose points system, I m really really bored about this collecting... This kill the intensitiv.
Last edited by flintboth on Wed Jul 12, 2017 11:57 am, edited 3 times in total.
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Glorian
Posts: 4980

Re: Population

Post#103 » Wed Jul 12, 2017 11:55 am

I'm all in for some racial boni. Like +25% Renown if you play a dwarf. Allways. ;)

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peterthepan3
Posts: 6509

Re: Population

Post#104 » Wed Jul 12, 2017 12:00 pm

Ain't that sorta speciesist? xD We are living in diverse times, our group makeups should reflect that!

Btw flint: what do you mean by 'lose renown/xp points', mate?
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charlysixb
Posts: 357

Re: Population

Post#105 » Wed Jul 12, 2017 12:12 pm

Glorian wrote:I'm all in for some racial boni. Like +25% Renown if you play a dwarf. Allways. ;)
Or a Gob xD
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Arteker616
Posts: 413

Re: Population

Post#106 » Wed Jul 12, 2017 12:19 pm

Glorian wrote:I'm all in for some racial boni. Like +25% Renown if you play a dwarf. Allways. ;)
aww the everquest days where race choice affected ur xp aswell the class :D

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Marsares
Posts: 364

Re: Population

Post#107 » Wed Jul 12, 2017 12:30 pm

Sulorie wrote:
Marsares wrote: At the end of the day, the Devs have been the creator of their own downfall there. If you make scenarios fun and engaging, then it doesn't matter as much if you lose. After all, you win some, you lose some. But if you introduce Asian style grinds for gear and players are looking at 1,500+ medals for their scenario gear, then every loss matters, and if you're unguilded or in a not-so good guild then a PUG scenario will generally speaking yield better results.
When the only reason to play is certain gear, which isn't even required to compete, then yes, it might be demotivating.
You fail to understand the human psyche. Even if the best gear isn't necessarily required to compete, people want it nevertheless. It's human nature. Yet if you put it so far out of reach for casual / PUG players, then don't be surprised if they take the easy way.

You can easily turn the question around: if the the BiS gear is not needed to compete, then why is it gated behind 1,500 odd medals? If the game truly was that much fun and a lot of exciting development is on the horizon, why are Asian grind-style carrots needed in order to keep people in-game?
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Eigar
Banned
Posts: 43

Re: Population

Post#108 » Wed Jul 12, 2017 1:13 pm

When level 32 cap was implemented in t3 there were no major updates for over 8 months (prep T4). Devastator took around 4 weeks of casual play to get. During this time the population stayed around 900-1100. Stating that server population is impacted due to the majority of players having no more gear to grind for is proven nonsense (and the majority were rr capped as well!).

Its stuff like lowering base income, but not taking out extremes increasing rift between rich/old and poor/new players. Forcing people to play a certain aspect of the game they dont prefer just to be able to attain equipment that facilitates a certain specialisation. Adding extreme and unnessesary RNG is overall character improvement. Adding content into this project that further seperates an already decreasing population (this one did not even surprise me anymore tbh).
Last edited by Eigar on Wed Jul 12, 2017 1:42 pm, edited 1 time in total.

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th3gatekeeper
Posts: 952

Re: Population

Post#109 » Wed Jul 12, 2017 1:39 pm

Eigar wrote:When level 32 cap was implemented in t3 there was no major updates for over 8 months (prep T4). Devastator took around 4 weeks of casual play to get. During this time the population stayed around 900-1100. Stating that server population is impacted due to the majority of players having no more gear to grind for is proven nonsense (and the majority was max rr then as well!).
I don't know about everyone else, but t3 has been my favorite so far hands down. Zones were small enough to get near instant action but large enough to still support a solid population in them. Keep takes didn't take all day, and felt rewarding to do so with a keep take lock/reward.

My issue with t4 is it's too big for the population I see during NA times. Maybe EU is different. Also the gear grind lock tick system is a very poor one in RVR it's too unreliable and too much chance.

I remember t3 and Brigands was the best stuff... yet it dropped off players and was BOE.. gear gap was smaller. Gear was pretty quick and easy to get. People still played past getting gear. I see less people that play past getting gear today.

I don't have a solution though
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Sulorie
Posts: 7223

Re: Population

Post#110 » Wed Jul 12, 2017 1:45 pm

Marsares wrote: You fail to understand the human psyche. Even if the best gear isn't necessarily required to compete, people want it nevertheless. It's human nature. Yet if you put it so far out of reach for casual / PUG players, then don't be surprised if they take the easy way.

You can easily turn the question around: if the the BiS gear is not needed to compete, then why is it gated behind 1,500 odd medals? If the game truly was that much fun and a lot of exciting development is on the horizon, why are Asian grind-style carrots needed in order to keep people in-game?
It is quite easy.
Those are long time goals you will eventually meet some day in the future.
When you sit there and think "I need them to be completely geared, so I have to farm them", then you made the first mistake.

It is similar to rr80, you will reach it at some point but when you actively go for it, then it might feel like a grind.
How about +23 and +24 talismans, they give little power over cheaper and lower ranked ones but still some min-maxer have the goal to get them.
Another long time goal to optimize their char, even if it is only on the paper and has little value in actual fights.

The 2nd mistake is to assume that everyone thinks this way.
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