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NA RP/Exp incentive to promote US population growth ?

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th3gatekeeper
Posts: 952

Re: NA RP/Exp incentive to promote US population growth ?

Post#41 » Mon Oct 17, 2016 7:32 pm

SurgetheDrink wrote:As a NA Player I agree that we should be the flexible player and not mess with the game.
I am hesitant to recommend a % boost to any gain during certain times, but frankly I cant think of any other way to get more players on during peak NA times. Several weeknights I will log in and see 200-300 players online. SCs take forever to pop. Only 1 warband if lucky doing anything in tier 4...

The problem with the "make NA great again" is that even if you DO get a warband together, you dont get very much RR from taking empty or near empty keeps.. Not just that, but even if it IS guarded, we all know you cant generally take a keep evenly matched, you have to outnumber them generally speaking...

As a NA player on PST it kills me during the slow weeknights. I get home at 7PM PST (2am GMT) and literally NOONE is online.

I think weekend are just fine, logged a few times this last weekend and saw warbands active all through the day. I do think a small RR boost (no need for EXP) and JUST for Weeknights Monday-Thursday would give some incentive for some EU players to stay up late. I would propose ~1-2am GMT -> 5-6am GMT . 20-25% RR gain boost. No EXP boost.

This would get more players online during that time, which will make it easier for NA players to recruit to ROR - right now its really tough, I convince someone to try it and I have to tell them not during the weeknight, and explain low NQ population and they dont bother trying the game.

This would be a great way to get more players online during NA peak hours
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Azarael
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Re: NA RP/Exp incentive to promote US population growth ?

Post#42 » Mon Oct 17, 2016 7:45 pm

The Impossible Keep problem will be dealt with very soon. I have returned to RvR after a brief sojourn into the land of class experimentation.

I keep an open mind on a rates boost for US time.

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th3gatekeeper
Posts: 952

Re: NA RP/Exp incentive to promote US population growth ?

Post#43 » Mon Oct 17, 2016 7:56 pm

Azarael wrote:The Impossible Keep problem will be dealt with very soon. I have returned to RvR after a brief sojourn into the land of class experimentation.

I keep an open mind on a rates boost for US time.
Thanks Az! You rock (as always!) :)

I hope you intend to return to the land of class experimentation again very soon too. Actually scratch that, can someone invent cloning already so we can get 10 Azs on this project already?!
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th3gatekeeper
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Re: NA RP/Exp incentive to promote US population growth ?

Post#44 » Tue Oct 18, 2016 8:52 pm

Genisaurus wrote:Has it not occurred to anyone that if we were to advertise a bonus during NA primetime, we might draw back some NA players that tried the game at one point and later left? If you grab enough of them back, then at least when they quit again it won't be because of population issues.

The NA population was always smaller than the euro pop (and always will be for no other reason than lag), but it was still larger than it is now at one point. Some of those players left for reasons that can't/won't be addressed, but some left for reasons that have been fixed since then. We could get them back, but first we need to get their attention.
This. Exactly this. Geni is a genius (as always) LOL!

I have friends who are NA time (like me) and I havnt been able to get them back, but an incentive just might! I think some of them are still waiting for some RVR changes (arent we all LOL) but I think this would help. Not just the RR boost, but also the fact that the RR boost would increase NA population, which will also appeal more to NA players to play...
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Jaycub
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Re: NA RP/Exp incentive to promote US population growth ?

Post#45 » Tue Oct 18, 2016 11:22 pm

Azarael wrote:The Impossible Keep problem will be dealt with very soon. I have returned to RvR after a brief sojourn into the land of class experimentation.

I keep an open mind on a rates boost for US time.
Is it possible to just have a separate version of AAO that activates when the population of a certain active RvR zone has <than x players?

Also gold/purple bag spawns in keeps are way too low for the effort at least from my NA perspective, we might spend an entire hour locking down a zone and taking a keep with decent resistance. Nothing is worse than 75 people rolling for 2 purples and 1 gold bag.

medallions, were at least in my mind anyways a supplement to bad luck... now have become the only way to realistically get annihilator. Farming ~100-150g and 420 medals is quite the grind, especially if you are just a regular player who isn't taking advantage of some of the higher level of play? Groups specifically setup for farming the **** out of people in the lakes.

Also I think I have been to at least 30 or so keep defenses where both doors were destroyed and never once saw a defensive keep loot roll.

You average player spamming the PUG sc can get full merc in like idk 60 hours tops? Annihilator can easily take 3x that.
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CegeePegee
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Re: NA RP/Exp incentive to promote US population growth ?

Post#46 » Wed Oct 19, 2016 3:13 pm

Jaycub wrote: Also gold/purple bag spawns in keeps are way too low for the effort at least from my NA perspective, we might spend an entire hour locking down a zone and taking a keep with decent resistance. Nothing is worse than 75 people rolling for 2 purples and 1 gold bag.

medallions, were at least in my mind anyways a supplement to bad luck... now have become the only way to realistically get annihilator. Farming ~100-150g and 420 medals is quite the grind, especially if you are just a regular player who isn't taking advantage of some of the higher level of play? Groups specifically setup for farming the **** out of people in the lakes.

Also I think I have been to at least 30 or so keep defenses where both doors were destroyed and never once saw a defensive keep loot roll.

You average player spamming the PUG sc can get full merc in like idk 60 hours tops? Annihilator can easily take 3x that.
this.

I don't get to play as much as I would like most of the time and it is taking FOREVER to gather the medallions I need for my last Anni piece - I've long since given up on getting that piece from a bag, idk if healers just don't get as much contribution or what but I rarely score bags. The medallion grind wouldn't be nearly so bad though if NA had more people and more fights. I like working hard for my gear but some nights I will play for 6+ hours and come away with less than 10 medallions. I get that I can go get the sc gear but for DoK that gear is specced for damage-dealing, not heals, so that doesn't really help :?

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