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NA timezone population

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Gerv
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Posts: 811

Re: NA timezone population

Post#51 » Fri Sep 09, 2016 3:40 pm

Grumpbot wrote:
Gerv wrote:
2) If there were more guilds committed to forming premades and getting on voice coms to run scenarios even in a casual fashion there would be many less pugs getting farmed in scs.

Next please.
And yet there still would be no place for people that play in small amounts and don't want to spend a lot of precious time forming up a group and getting on comms etc., not to mention people that premade focused guilds won't even accept as members.

I say this as a person who has done progression raiding (and progression LV in WAR XD), had premade sc groups on live etc.
There will always be a place for people who can only play in small periods of time, this is by my definition a "casual pug", these people are always present and commonly fluff out PUG war-bands and pug scenario players to push scenarios to pop because you dont always have 2 premades quing on one side. While it can be a tough life it is but a necessary evil.

I use the word premade to define any group or guild who gathers players together to for a group and que scenarios. I accept that there is a different level of premades within a game. A variety of guilds mean that more people have a home for their level of play and play style.
Sia - DoK - Lords
Boyd - WP - O.S.

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Martok
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Re: NA timezone population

Post#52 » Sat Sep 10, 2016 6:20 am

Most times I find there is stuff do to. SC's pop rather frequently in T4, I did my last one tonight at 0135 hours EST. The lakes are hit and miss, but if you can find a gank group willing to ignore the idea of keep takes you can get into some interesting fights. I have no complaints.
Welcome to Warhammer, No Fun Allowed!!

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Martok
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Re: NA timezone population

Post#53 » Sat Sep 10, 2016 6:20 am

Most times I find there is stuff do to. SC's pop rather frequently in T4, I did my last one tonight at 0135 hours EST. The lakes are hit and miss, but if you can find a gank group willing to ignore the idea of keep takes you can get into some interesting fights. I have no complaints.
Welcome to Warhammer, No Fun Allowed!!

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flintboth
Posts: 440

Re: NA timezone population

Post#54 » Sat Sep 10, 2016 7:49 am

Sad, I was on Badlands server and that was a nice server and nice players time. Last night I could not sleep and try to play but there was no action.
I really hope the Mind of Warhammer will come back from his ashes to be the great RvR game that it should be and we are all waiting for, enjoy the epic battle, darkness and heresy.
monkey 079 (test failure - escaped)

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Gnash
Posts: 206

Re: NA timezone population

Post#55 » Sat Sep 10, 2016 1:34 pm

:idea: :arrow: When fortune 500/100/50 organizations want to increase exposure/increase sales/increase client-customer retention:

They fund massive advertising campaigns. Bean counters are told how many of what needs to be increased; they create the paths for exposure,etc. for 3-5 times the amount they've projected, then [numbers game/odds/stats] get them, hence the company, clients, shareholders (if any) attain what they set out to.

These 'massive' ad campaigns are decided on some time before campaign rollout, with specific deliniations as to how many of what needs increasing; agreed upon by (some sort of) a majority and campaign is launched. This formula works well. Well enough consistently that those who choose careers in 'advertising' command ridonkulous salaries.

These campaigns don't have to cost a dime either. Word of mouth is the cheapest and most respected form of advertising there is.

How many players we want cap increased by (including of course, retaining existing players)? Multiply by, say, 4 or 5, then pitch to that number who would probably be interested in RoR any way [no casting pearls before swine, so to speak] and we'll have, in whatever time frame this was planned with, the desired amount of players.

Will that number stagnate? No, this game's about fluctuation. But we WILL have the new server cap :!: :geek:
"You're not 'someone' in this world until you're hated."
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Asherdoom
Posts: 661

Re: NA timezone population

Post#56 » Sat Sep 10, 2016 3:40 pm

Gnash wrote::idea: :arrow: When fortune 500/100/50 organizations want to increase exposure/increase sales/increase client-customer retention:

They fund massive advertising campaigns. Bean counters are told how many of what needs to be increased; they create the paths for exposure,etc. for 3-5 times the amount they've projected, then [numbers game/odds/stats] get them, hence the company, clients, shareholders (if any) attain what they set out to.

These 'massive' ad campaigns are decided on some time before campaign rollout, with specific deliniations as to how many of what needs increasing; agreed upon by (some sort of) a majority and campaign is launched. This formula works well. Well enough consistently that those who choose careers in 'advertising' command ridonkulous salaries.

These campaigns don't have to cost a dime either. Word of mouth is the cheapest and most respected form of advertising there is.

How many players we want cap increased by (including of course, retaining existing players)? Multiply by, say, 4 or 5, then pitch to that number who would probably be interested in RoR any way [no casting pearls before swine, so to speak] and we'll have, in whatever time frame this was planned with, the desired amount of players.

Will that number stagnate? No, this game's about fluctuation. But we WILL have the new server cap :!: :geek:

+1 agreed
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TenTonHammer
Posts: 3806

Re: NA timezone population

Post#57 » Sat Sep 10, 2016 3:45 pm

weve been shared on r/ warhammer

ive personally shared us on facepunch/warhammer

dakkadakka

were on the wikipedia page for age of reckoning

what other places do you want the spread the word of RoR on?
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StormX2
Game Master
Posts: 1080

Re: NA timezone population

Post#58 » Sat Sep 10, 2016 7:47 pm

hmmm is it a bad or good thing to be widely known in existence =?

Like some people launch war through Steam so I assume that alerts some people to its existence

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Gerv
Banned
Posts: 811

Re: NA timezone population

Post#59 » Sat Sep 10, 2016 7:54 pm

Its a two edged sword. Many people want action constantly however this is unable to achieve unless more players return. So they are really doing the game a dis-service.

Further more most players come back in 1's and 2's. They find the game to be playable but get dumped in PvP NY premades. They then look for guilds during NA time and either find a full guild or none who are looking. So its tough.

What we really need is a few new guilds to open up, take in players and give them a reason to log in more regularly.

People know about it they just want constant action which can't be delivered without a larger more consistent player base.
Sia - DoK - Lords
Boyd - WP - O.S.

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