Page 2 of 5

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 8:48 pm
by Penril
Coryphaus wrote: Penrils suggestion dosnt make any sense cause if you give away 1 free toon then people will just make multiple accs get one toon on each and this will not solve the "dead t1" situation
You got me there. I forgot about the infinite account issue.

Anyway, empty T1 isn't a problem. Let's be honest: how long does it take a player (even casual) to leave T1 anyway? A day? 2 days?

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 8:57 pm
by Penril
Spoiler:
wargrimnir wrote:
Penril wrote: I don't see why this is a problem. New players would only have ONE higher-level character for free (so they can immediately join a guild and start having fun, instead of grinding on empty zones). If the ever want to level another alt then they would have to do is the regular way, but they will have more experience with the game (and maybe even level together with a guildmate's alt).

WoW knows how hard it is to attract new/returning players if they are gonna be forced to level from lvl 1 to 95. That's why they gave away a free lvl 90. As for revisiting past tiers, they usually take a past instance and "heroic" it, making it appropiate for the current max level. WAR did something similar with the Stronghold saga (a reverse bolster where lvl 40s had quests in T1 Dorf zone, and they had lvl 10 stats).

tl;dr: If giving away a free high-level hero works for WoW, it probably works for WAR as well.
That's not a problem. I'm not interested in it. I think it's a pretty lazy band-aid that doesn't address any in-game method of further involving players and bringing some life back to these dead areas.
Then implement a reverse bolster like WAR had (Stronghold Saga where high level players got debolstered and played in Ekrund). Implement it on all zones and make them work like T4 (lock a zone, move to the next one) so as not to spread population.

Example:

- Only T1 zones are open. T2-T3 zones are locked. Once a realm locks Nordland, it resets after a while (so lowbies can still stay there and not get murdered in higher tiers) and Ostland opens. Once Ostland is locked, it remains locked and Talabecland opens. Once Talabecland is locked, it remains locked and Nordland opens again.
- Reduce flight costs for all zones (as to not affect new players with no gold).
- Bolster/Debolster would be lvl 12 for T1 zones, 26 for T2, 39 for T3.
- T4 remains the same. Rewards for locking a zone should be some kind of currency/emblem so players of all levels will be interested in doing any open zone.

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 8:58 pm
by Zegota
On live you had a lot of people in T1 cause of free trial. T2 was deserted.
Maybe increase XP gain in RVR/PvP in T1.

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:00 pm
by Joan
What about automated live "events" every X days?

Events that are given a background lorewise (a call to arms, a WAAAGH!?) and have quests that make max level chars revisit old content. Those quests would be, for example: cap X number of Festenplatzes / BO's, kill Y number of enemy faction player in T1 Greenskin / Dwarf etc or doing the emote /laugh upon killing an enemy 5 times...etc etc

Those daily quests would reward special tokens which could be used to buy Cosmetic gear or any other kind of thing that looks / makes you feel cool. Trophies, too.
For all the duration of the event, chickenisation would be removed and everyone under lvl 26 would be bolstered to lvl 26 (Maybe also a XP boost?). That way, they would be able to fight in a somewhat even level while everyone would be getting rewards (incentives) to stay at T1

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:01 pm
by Penril
Zegota wrote:On live you had a lot of people in T1 cause of free trial. T2 was deserted.
Maybe increase XP gain in RVR/PvP in T1.

T1 and T3 were full of people (because of the no-xp book). But people complained about something else then: twinks.

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:06 pm
by skutrug
I actually like T1 and have many alts to play there.
I must admit it is sometimes really deserted and it is an issue for new players coming in when everyone is in T2.
I support providing incentives to reattract old players into T1 - Those could be account-wide bonus/objects/vanity items... days when certain tali ingredients drop from T1 RvR champs and things like that who would encourage players to take a day off and return to T1.
On the side, it might also be a temporary issue: everybody is rushing to 26 and finally we can get out of Ostland... In a month or two we might see people back into T1 more... but incentives would help :-D

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:10 pm
by Jaycub
wargrimnir wrote:I am interested in solutions to this problem that don't involve an instant-leveling scheme. How would you go about fast tracking players into the populated tiers? How would you go about providing incentive to revisit past tiers, or reroll another alt?
I think the problem is that a solution that meets those requirements would be very complicated and time consuming to implement.

You could have a call to arms type thing that allows you to teleport to a lower tier ORvR lake, or que up for a lower tier scenario with a down-bolster that disabled all your abilities that have a level req higher than the bracket you are in, and adjusts your stats to be around ~70% of what is possible to achieve with decent gear for that tier.

You could get a bonus to RR and chance of certain types of loot dropping (dyes, mats, etc...) for each person you are grouped with that are in that tier. Maybe tie in the cosmetic tokens into it as well.

Or something like that.

Other than that I think you have to do the instant lvl things, whether its a scroll, a quest chain, or whatever.

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:19 pm
by Gildrangu
Im in T1 at the moment with my Magus. There are still loads og players. Granted, scenarios are not popping as much, but I have already done three in the space of an hour or so.
Not bad at all.
I remember the bad days of Eltharion... no one at all until T3... that was not fun, but I stuck at it, and got to T4 with my DOK.
I think some of the posters are right, the best thing to do is to join a guild, and ask for help.

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 9:31 pm
by Katmandoom
As a guild leader I always felt it was my responsibility to keep a dps, tank and healer in each tier to help my guildmates through as they leveled their new toons but I would absolutely appreciate a reverse bolster that would scale my main character to any tier I go to. I would love to revisit the lower rvr zones again. Being able to do scs at those lower levels would be nice also. Lots of work for the dev team. ;)

Re: T1 is abysmal

Posted: Fri Sep 04, 2015 10:46 pm
by Tesq
i made this suggestion sometime ago that pretty much cover all tiers.

t1 is a stand alone tier, it's requrie to help new player get in touch with the game and so it should remain as it is now, also new player + other alts all start from there so the player base for t1 should always be better than t2+t3 when t4 will be out ( if there will be a problem it can pretty much be cover with 1 sc braket for t1+t2 player).

t2 and t3 should have both 1 zone at rotation with de-bolster and they should contribuite to the capital istance difficulty (damage recived, done , npc hp etc )(after lock the de-bolster goes to another one, if all 3 zone of that tier get lock the firt zone to have been lock --> auto de-lock)
That way t4 player are force to join and fight in lower tiers to secure supply line that are require to take the enemy capital.Also have only 1 zone with de-bolster allow ppl that do not want to figh t4 premade to look for easier skirmish, but having only 2/3 zones open without de-bolster this mean there will be more ppl gahter togheter even for them.

This make war tiers form a cyrcle where: t2-t3-t4 all contribuite to the t5 = city istance that is the inner /inside circle

This system should solve 2 problem:

1- zerg in t4 for lock city --> due to t2-t3 contribution you cannot just lock t4 so enemy players can spread the fight into t2-t3 so that if you go into city you have no contribution and the city istance became impossible.

2: population problem in t2-t3---> in this way even when the major playerbase have reach t4 they can experience medium-big fight(^---- And generally population for all server). If ppl from more tiers can join t2-t3 this mean that all player from 1 faction can gather togheter: This will help the outnumbered faction that maybe have more ppl in t4 or viceversa in t2/t3 in that tier. This make the counter of ppl in game x fation not relative by tiers but formaly more near to the real numbers both faction can bring up in a fight ( we see that we usually have like 48% -52 at max for 1 realm but that's the population on all the server and not split in each tier, this shold help those realm tiers that are outnumbered).

As side note:
-it also make important def keeps in t2-t3 other than as normal in t4
-Also make battel enviroment more various

The problem of this system it require working t4 and Capitals and the de-bolster need to be apply to 3 different category with differents proportions ( renow stats, equip itiems level (stats), not stat bonus/set bonus/renow not stat skills)