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Give your server a meaning


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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.

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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.

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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.

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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.

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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
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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. 

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