Hi all,
I'm an US based player ( and PST at that) having played in other private servers mainly in DAOC where US time players faced the same issue we are seem to be facing here lack of people to play with/against. Now let me start by saying is not the devs fault or Euro players that the US population has not grown and I feel is also up to us players to try to recruit more US players but I do feel devs can also help the situation a bit by offering some incentives at certain time slots until the population stabilizes.
Now before I get flamed by anyone that think I just want extra exp/rp is not simply the case , let me say that the recent 2x exp days proved something people were playing even a late hours for Europeans and US players were logged in more , scenarios were popping, RVR lakes were more live than ever before, Currently the population during US time has been dwindling , the other day there was less than 60 total in Tier4 , we sit and wait for scenarios to pop for more than an hour sometimes , the RVR lakes are virtually empty , it simply gets to the point that it's totally unproductive and boring .
What I'm asking the devs to think of ways to try to help the population grow and in the mean time help us advance and try to keep up with our European counterparts. I think a +25% exp/RP boost during US prime time will help a lot and hopefully entice more players ti plays those hours and once population it's stable this can be removed.
Thanks for hearing out a frustrated US player that wants this server to thrive for all players.
Alus
NA RP/Exp incentive to promote US population growth ?
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Re: NA RP/Exp incentive to promote US population growth ?
Awesome idea!
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- NoRKaLKiLLa
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Re: NA RP/Exp incentive to promote US population growth ?
It is tough having most free time to play the game during hours when keep takes are numerically impossible. I haven't taken a keep in over a week, but have been stomped and done stomping by and from the lord in both order and destro keeps respectively. Would it would be possible to allow the NA GMs the ability to scale or even remove the mega-lords from the keeps when there is no more than 30 players per faction? Last night it just turned into a 1v1 duelfest in Praag while waiting for Q's to pop, as attacking a keep nets you less rewards than losing a single SC. When I check the numbers in the afternoon I longingly see 800+ people online, where a resulting keep take dishes out up to 25k renown.
Realistically I don't see there anything that could or should be done, but the server's down and theres no /6 to gripe in at the moment.
Realistically I don't see there anything that could or should be done, but the server's down and theres no /6 to gripe in at the moment.

Re: NA RP/Exp incentive to promote US population growth ?
I think the debuff from diminishing rations should start stacking after a while if the opposing faction just doesn't act up
Let the debuff start affecting the keep door and the lord
This way the zone starts to become a ticking time bomb the longer you hold your ground, this incentives players to keep fighting even with low populations online, which is the first requirement for people to start gathering.
This is just some silly idea but the server needs a way to automatically deal with inactivity. If I have half a wb and nobody shows up to confront us for a long time, the zone should be mine for the taking.
Let the debuff start affecting the keep door and the lord
This way the zone starts to become a ticking time bomb the longer you hold your ground, this incentives players to keep fighting even with low populations online, which is the first requirement for people to start gathering.
This is just some silly idea but the server needs a way to automatically deal with inactivity. If I have half a wb and nobody shows up to confront us for a long time, the zone should be mine for the taking.
Re: NA RP/Exp incentive to promote US population growth ?
This type of added XP and Renown bonus would not only promote more play by NA players, but also glean some other players with different "usual" playtimes into the fold - which is OK by me. More players means more action. More action means more fun. More fun means more recruiting opportunities. I would caution not to make this an "All the Time" thing for NA playtimes, but a two-week run of this - after a week of promotion on the forums and social media - may help the anemic NA community to bolster its ranks.
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- roadkillrobin
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Re: NA RP/Exp incentive to promote US population growth ?
Sorry but NA being low pop is a community issue and not a in game ballance issue. And shouldn't use in game mechanics to solve it either. I've been up many late nights, and seen 200-400 people online in t4, and yet nothing happens. Maybe NA community should just grab the bull by it's horns and activivly start doing stuff instead of waiting for everyone else do something.

Re: NA RP/Exp incentive to promote US population growth ?
Ya, man. You're right. It's all our fault. Hope the new changes that buff RDPS and the lean away from organized 6 mans and towards casual solo players bumps the NA numbers enough to completely turn RoR into the FPS MMO every younger ADD stricken gamer wants.roadkillrobin wrote:Sorry but NA being low pop is a community issue and not a in game ballance issue. And shouldn't use in game mechanics to solve it either. I've been up many late nights, and seen 200-400 people online in t4, and yet nothing happens. Maybe NA community should just grab the bull by it's horns and activivly start doing stuff instead of waiting for everyone else do something.
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Re: NA RP/Exp incentive to promote US population growth ?
I agree.. boost the exp/rr during NA time.
For south americans things get worse. Nothing to do at all.
For south americans things get worse. Nothing to do at all.
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- th3gatekeeper
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Re: NA RP/Exp incentive to promote US population growth ?
This is a real problem, and while my initial thought is "HELL YEAH!" to your proposal I do have reservations around it too.
I am NA and PST as well, so are a few buddies who have left for this exact same problem. Tier 3 keeps were doable for us and our playtime. It was much easier to get a WB together and BOOM, we could take a keep.
Tier 4 keeps are a whole new animal with the Lords being much tougher to kill as well as it seems to only require 1-2 parties to defend the keep to neutralize anything we could put together...
I dont know the solution frankly. Lord scaling would be cool IMO - based on the # of people in the lakes. So if there were only 20 people attacking, the Lord scales down to his "minimum" but when there are 100+ people the Lord scales up making him much harder. Just another thought...
This would allow NA times to be able to run content which might bring more activity...?
You still face the problem of RR gain though and like you said, its a small gain even when you DO take it for being not well defended... I dont know the solution man... I am dying to play more ROR but the last few times I got on, it was 100% dead and its killed motivation to play. Same with some buddies who are kicking around coming back and they ask "whats population like" and I just dread telling them the same answer....
EU times seem fine, as I type this there are about 1000 players online which is awesome.
When I got home last night to play at 7pm PST (10PM EST) There were <250 people online. I didnt even bother to log in...
Something needs to happen to help out NA times, its really been something that has struggled for as long as I have played the game. Weekdays and at nights its just completely dead. Really kills desire to play the game to me.
I am NA and PST as well, so are a few buddies who have left for this exact same problem. Tier 3 keeps were doable for us and our playtime. It was much easier to get a WB together and BOOM, we could take a keep.
Tier 4 keeps are a whole new animal with the Lords being much tougher to kill as well as it seems to only require 1-2 parties to defend the keep to neutralize anything we could put together...
I dont know the solution frankly. Lord scaling would be cool IMO - based on the # of people in the lakes. So if there were only 20 people attacking, the Lord scales down to his "minimum" but when there are 100+ people the Lord scales up making him much harder. Just another thought...
This would allow NA times to be able to run content which might bring more activity...?
You still face the problem of RR gain though and like you said, its a small gain even when you DO take it for being not well defended... I dont know the solution man... I am dying to play more ROR but the last few times I got on, it was 100% dead and its killed motivation to play. Same with some buddies who are kicking around coming back and they ask "whats population like" and I just dread telling them the same answer....
EU times seem fine, as I type this there are about 1000 players online which is awesome.
When I got home last night to play at 7pm PST (10PM EST) There were <250 people online. I didnt even bother to log in...
Something needs to happen to help out NA times, its really been something that has struggled for as long as I have played the game. Weekdays and at nights its just completely dead. Really kills desire to play the game to me.
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Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
Re: NA RP/Exp incentive to promote US population growth ?
My guild is very active NA time and we still have fun and find things to do against destro. : )

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