Jump to content

Give your server a meaning


Recommended Posts

1 hour ago, SweeTs said:

As mentioned above, thing is.. People don't really want to farm, they want pew pew and then.. they get bored. One way or another, you can't really satisfy them.

true because of time,game becomes older and older.but i believe this is still possible to do if there is a fun and fair gameplay environment,bcause most of players already witnessed failure by adms and low gameplay management skills,that's why i believe act like that.for instance,if someone find a good gameplay server,and a fair one(especially this..),if having fun why not stay.

Link to comment
Share on other sites

1 hour ago, SweeTs said:

As mentioned above, thing is.. People don't really want to farm, they want pew pew and then.. they get bored. One way or another, you can't really satisfy them.

 

The grind part (and character progression) is the main "bread and butter" of almost any MMO out there, being items or xp. If you remove it (and high rates remove it), you have to replace it somehow.

 

Pew pew isn't a objective for a lot of players. It has to be integrated and rewarded to be useful. What's the point of PK, if it's not to defend a grind territory (and assuming you don't troll) ?

 

Anarchy, I wasn't specifically speaking about story, just features. Update, chronicles... Call it whatever you want. It makes people come back on any MMO. Until the next update. And updating your server from time to time means you waste less time on initial developement.

Link to comment
Share on other sites

8 hours ago, An4rchy said:

People have tried this before, I remember one server where you started in an island and progressed through a story where you could even buy your own clan ships and move them around in the world, fighting with other ships etc. Guess what, it was dead within 2 weeks due to lack of players.

 

This is all about how you promote such feature,and how and when needs to be imported in server at a right time.I don't think it won't have chance to work if done correctly.If a great promotion and avdert job done well(in time and in productivness),it would've make players used to the idea before opening,and could attract bigger number,after everything in-game should fit the gameplay and work perfect,that why it good to spent time building and effort to work to test a server idea and make an overall test also before open.

Link to comment
Share on other sites

As I said countless times before, unless you update the content to keep the experience fresh then once people hit max items there is nothing else for them but pvp.

Pvp requires engagement from other players as well. If there are no players to pvp with then there is nothing to do and you quit.

 

It's a circle that you have to make self fulfilling. Unless you update adding more items and armors through an updater you will fail every time on high rates.

Link to comment
Share on other sites

If someone is marketing a server as PvP, and you have to level up in it - I ignore it immediately. It's either proof that the dev is garbage enough not to be able to remove the grind or just generally doesn't know what he is doing.

 

As tryskell stated - there simply needs to be a significantly different metagame to the original, vanilla arms race that was manifested through leveling and grinding for gear. These concepts are dated. Very old and largely unimportant. 

Sure acquiring gear could be tied in with some delayed activity for economical purposes, but in the same light acquiring has to be countered with losing gear otherwise you lead into stagnation where everyone has everything.

But leveling in PvP server is stupid, especially since a lot of key class skills are tied to higher levels, and ultimately define the class. On the flip side, I'd consider a server that offered all class skills immediately even if the character has not reached the skill learn levels.

 

In general though, most PvP servers follow into the same trap as any other strictly PvP game - there is no reason to fight beyond the small, little local arena conflict that you have, such as a match. Sure there needs to be an outlet for general fighting, impersonal and maybe sport-like combat. But for serious PvP servers there needs to be persistent needs for things like clan wars. Nobody has given players any significant reasons to fight each other. Beyond printing custom currency on kill and oversaturating the market with bullshit...

 

As I said countless times before, unless you update the content to keep the experience fresh then once people hit max items there is nothing else for them but pvp.



Pvp requires engagement from other players as well. If there are no players to pvp with then there is nothing to do and you quit.

 

It's a circle that you have to make self fulfilling. Unless you update adding more items and armors through an updater you will fail every time on high rates.

Disagree - EVEOnline does not regularly have item content updates. There isn't always the new best thing to aim for, and PvP is still common. The games only fault is that PvP is not easy to jump into, but that's a consequence of the aged community just as much as that is a problem in L2.

 

There is definitely stagnation, and no doubt it's caused by high rates. But NEW gear and armor do not necessarily drive conflict. It drives an arms race and is just as dangerous to have because it leads to snowballing (where one side keeps winning) and fatigue for losers who eventually give up and quit.

Edited by Epiquin
Link to comment
Share on other sites

On 27/11/2017 at 12:50 PM, Epiquin said:

But leveling in PvP server is stupid, especially since a lot of key class skills are tied to higher levels, and ultimately define the class. On the flip side, I'd consider a server that offered all class skills immediately even if the character has not reached the skill learn levels.

 

In general though, most PvP servers follow into the same trap as any other strictly PvP game - there is no reason to fight beyond the small, little local arena conflict that you have, such as a match. Sure there needs to be an outlet for general fighting, impersonal and maybe sport-like combat. But for serious PvP servers there needs to be persistent needs for things like clan wars. Nobody has given players any significant reasons to fight each other. Beyond printing custom currency on kill and oversaturating the market with bullshit...

 

 

But don't forget that leveling is an important piece of a gameserver,and one of the features that make the game beautifull.Despite that just try to remember old projects and pvp style servers,they were successfull (at least at collecting a big amount of players) and they were using leveling system as well. I think it's just players who got bored of leveling up and farming on same zones over and over throughout years of playing and now prefer not to farm at pvp server.So because players don't prefer a leveling system in quick servers,doesn't mean it's stupid tho.A good configuration can make good features with leveling system in too. I agree on the part where players/clans need a purpose and something to fight for against others,that's why every admin should be more creative like mentioned before. 

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now


  • Posts

    • When it comes to encrypting passwords, using a strong hashing algorithm like SHA-256 or bcrypt is recommended. These algorithms help ensure that passwords are securely stored and protected from being easily decrypted.
    • ***CLExt L2OFF Extender Premium Account Save - Auto Login***   We would like to sell account panel for save accounts for server owners or self player.  You can login and save your id and pass accounts or delete it etc.       Price: 100 euro.   ***CLExt L2OFF Extender Premium Auto-Farm Macro System*** We would like to sell Auto-Farm Macro System for server owners or self player.  You can add your potions and your macro to farm your character with your standars.       Price: 100 euro.   If you like to order send me DM or skype zoumhs999.
    • Diablo III, the action-packed hack-and-slash RPG developed by Blizzard Entertainment, has captivated gamers worldwide since its release in 2012. Now, imagine a world where Diablo III's source code is opened up to the community, inviting developers and enthusiasts alike to enhance and refine this beloved game. This topic delves into the possibilities, challenges, and community desires surrounding the idea of Diablo III as an open-source project.   Key Points: 1. Defining Diablo III: Diablo III is an action role-playing game set in the dark fantasy world of Sanctuary. Players traverse through randomized dungeons, battling hordes of demons and collecting loot to strengthen their characters. With its compelling storyline, addictive gameplay mechanics, and rich lore, Diablo III has amassed a dedicated fanbase over the years.   2. Open Source Potential: Opening up the source code of Diablo III could unlock a wealth of opportunities for the game's future. Community developers could introduce new features, enhance existing gameplay elements, and address long-standing issues. The modding community, known for its creativity and innovation, could breathe new life into the game by creating custom content, game modes, and user interface improvements. 3. Community Interest: The question arises - would the gaming community welcome the idea of Diablo III becoming open source? Many players are eager to see the game evolve beyond its current state, with enhancements such as improved balance, expanded end-game content, and enhanced multiplayer features. By involving the community in the development process, Diablo III could foster a stronger sense of ownership and collaboration among its players. 4. Challenges and Considerations: While the concept of Diablo III as an open source is enticing, it also presents several challenges. Ensuring the integrity of the game's balance and preventing cheating would be paramount concerns. Additionally, coordinating development efforts and maintaining a cohesive vision for the game could prove challenging in a community-driven environment. However, with proper oversight and collaboration, these obstacles can be overcome. 5. Is Diablo III an MMORPG? Diablo III is often categorized as an action RPG rather than a traditional MMORPG (massively multiplayer online role-playing game). While it does feature online multiplayer elements, including cooperative play and player-versus-player combat, it lacks the persistent open world typically associated with MMORPGs. Instead, Diablo III focuses on instanced dungeons and smaller-scale multiplayer interactions. The Benefits of Improvement: Improving Diablo III through open-source development could revitalize the game, attracting new players and re-engaging existing fans. By embracing community-driven innovation, Diablo III could remain relevant and enjoyable for years to come. Additionally, fostering an active modding community could extend the game's longevity and create new opportunities for player expression and creativity.   Source code  
  • Topics

×
×
  • Create New...