giving a guild of x number of people real gears that will expire will help greatly in another thread people tried suggesting nerfed items which no guild will join for since they need to get to see if woe will be worth it before having dedication to the server
the rewards from woe are terrible mufflers, shoes wat? this stuff is useful in pretrans adding better rewards will help fund smaller guilds and help back guilds that are fresh with a guild pack to get real perm gear to continue to fight
they can generally just look at about any other server for minigames to find them there is a bit 2 much variety but devil's square is usually the most populated one and non afked one that people will play as long as it eventually leads to rewards
pvm is sort of discouraged in this server it ends up being janeway/anubis/acidus so people that enjoy casual pvm are sort of forced into the same old boring thing with little variety/reward constantly perhaps greatly increasing the exp of old leveling grounds like seals, niff, majourous, stings, bathories/alarms, magma 1/2, abbey 2/3
Ok cool.
The GMs have definitely expressed an interest at creating welcome packs for new groups of players, but they dont know what people want or need and nobody has seriously approached them about it. I'm sure if someone wrote up a reasonable proposal it could be done.
Yeah treasure has been a constant annoyance for every guild leader, we've frequently complained about the amount/type of stuff you get because it's miserable to deal with. Drop rates for pieces and such are also a big concern, but it's hard to justifiably reduce them now as all its doing is punishing new guilds and rewarding guilds that have been here all along.
If you want to PM me some servers that run these types of events or link me to any descriptions I'd like to see them, I have no exposure to the pserver scene and wouldnt know where to start.
Agreed there, there needs to be more reasons for people to visit the other maps, but I'm not sure how to do it. There's a lot of cool places that could be used to encourage people to get out and about, one thing I've mentioned before is turning Bio2 into a good place for pre-trans characters to go and level. It doesnt offer job experience so doing crazy things to the experience doesnt help trans characters.
Limiting the number of castles is a significant step number one IMO, currently there is just FAR too much empty space in both woe's. An entire guild shouldn't have to spend half an hour running around trying to find a fight, nor should it be so easy for 1-3 players to find an empty castle to take uncontested at the end of woe. Cut the number of castles so that the people sieging run into each other and fight naturally in actual competition over limited castles. Cut the number of castles in half, double up relevant castle drops, reset econ/ownership when you put it in.
I think alliances being disabled is something to discuss/consider, though guilds can still just merge into one and with the guild limit staying the same few guilds ever get close to full capacity during woe anyway. In addition, guilds who want to work together will work together allied or not, even if friendly fire might keep them from standing directly together.
The real problem really is just lack of population, and while limiting castles will help mask and mitigate that problem somewhat in the meantime, it doesn't solve it. Making woe more rewarding and getting new guilds/players geared easier will help lower the barrier to entry and offer greater incentive, which may help. Maybe a revision of castle drops to include more relevant gear to help starting guilds get themselves outfitted and make getting into woe to compete for castles more attractive could help? Though I'm not sure if this is possible without also pushing the larger established guilds even further ahead.
I agree with a lot of this, especially the bolded. But like I've said it's easy to say do <thing> because it solves <problem> but in the example of reducing forts what happens to god pieces? Do we get the random box Renewal has?
I'm all for a reduction in the number of forts, but you've also got to keep in mind that depending on how low you reduce the numbers, smaller guilds/groups are going to hurt. If you knock out lets say, two forts from each realm, that leaves us with 12 forts. VH will probably still attempt to take one in each realm, leaving 8 forts, right now that's probably about right for the number of guilds/groups we have (Valk, Aurora, Sons, Rampage, 5O, Terms of Service, RO2, Iron Maiden, sorry if I forgot anyone it's early!) but what happens when a new guild wants to join in or one guild wants to push for multiple? It's very hard to suddenly tell people "Ok well before there was a high chance of getting an end fort, so you can use those to help supply your guild for the next week" and then changing the tune to "Ok so we reduced the number of forts, hopefully you can find one that doesnt have big guilds rushing through it at the end!". There's also the fact that people are used to ending with forts, having access to a Guild Dungeon is still almost essential for a lot of groups to supply themselves, removing their access could potentially prevent them from being involved next week if they're only supplying themselves on a week by week basis.
There's a lot of problems, but solving them is going to take creative solutions, it'll probably be up to us to propose and push to get them implemented.
Edit: post while I was posting
Let me take you on those 3 points.
First, theres one good way to get more guilds to fight is probably but not having the alliance.
I am not very sure what you mean by "we are not gonna throw supplies at each other for no reason"
maybe a good reason for doing that maybe to actually have people to fight and have GVG against?
Aurora as you say has more people, wouldn't it be more fun to actually fight them instead of small/larger guilds?
Second, AnO is just 3 people? They must be very very skilled players to hold more castles than total online players.
http://choobs.org/cl.../index/20151108
Third, defending an econ, for what purpose exactly, I mean afaik I know, the valk alliance hasn't really been rolling the seals, so what exactly do you do with the god pieces, basically I am asking is why are you econing so hard. Trading off fun GvG and fun of woe for something that nothing but merely a token of great value, but frankly is useless isn't something I really get.
Edit: Typo
We've had plenty of fights the last three or four weeks in 1.0 and almost none of those have been as an alliance, I do get frustrated when we're doing things and a couple of people from Aurora show up and interfere but it's not my place to tell them to leave.
We have no interest in fighting Aurora, we've worked together and share some common goals. It's a waste of supplies for us. I dont think it would be fun or interesting, they dont have any Gods or MVPs, if we're looking for a fair fight it's easier to look to some of these guilds with RMTed MVP cards as they generally have higher numbers and better gear.
Yes, AnO is somewhere between 3-4 people every week. We never see or hear from them as "an alliance". The fact that they were able to break so many forts in 2.0 is dumb and speaks towards the idea of reducing the number of forts, maybe some of the 1.0 guilds should come check out 2.0! Hopefully the time isnt too miserable for you.
We defend because we like to defend, it generally guarantees us a fight. Fighting over nothing, in empty forts with no econ is boring and means nothing to us. However competing for something is more rewarding when you're successfully able to defend or take it. As long as there's a guild like VH, who have an interest in controlling item gain for other guilds we're always going to have someone attempting to stop what we do, so we dont really have to go looking for a fight, we just take a fort and they'll be at our doorstep. We also dont really enjoy the current "GvG" style of play, we're happy to fight over objectives, but we're never going to build a ~*perfect lineup*~ and then stand 9 tiles away throwing bombs and taroting each other because that doesnt appeal to us at all.
As for what we do with god pieces? They just sit there, they dont really matter at all, it's highly unlikely we're ever going to make another 1.0 item and people who want to make 2.0 items get them done whenever we get the opportunity.
Edited by Themes, 19 November 2015 - 09:59 AM.