Hargrim wrote:Of course I can blame. As players can't behave themselves this generates more work for me and forces me to add more sticks instead of carrots.
Here is your basic problem: "players can't behave themselves."
I truly understand your frustration, the dev team have this ideal of how they want their game to run, the players have this ideal of how they want thier playing experience to be.
Anyone who was run a tabletop rpg can understand this eternal conflict.
One of the problems with RoR is that the players have no power. In a commercial game the devs and players are in a complicated relationship with devs needing the player cashflow which influences the game. The most effective mmo's balance player demands and dev's ideal.
In RoR we play how the dev's want and have no real power to influence so that engenders no real incentive to not find ways to "play the system".
Also RoR is a game created by devs and players, you guys have no real PR team, I dont mean that as an insult, I am a customer service professional and I have spent 20 years being the middle msn between the guys who create the product and the guys who use it and understand the frustrations on both sides.
"Carrot and stick" does not really work. Something guven has no value and threats if retribution just create resentment and encourage further dissent.
The biggest issue is the unclear nature of the system and the feeling if randomness. Players respond best to a system they can see, work towards.
Take the bis SC weapons. They take around 333 wins to obtain, nearly two thousand losses or a combination thereof. It is no easy grind, taking commitment and so it should. But players can see their steady commitment paid off, understand what they need to do to get there and feel a sense of achievement.
Getting rvr gear feels like a lottery.