Red: You clearly haven't met half the classic community. This is why they don't play outside of WoE and want items disabled and numbers capped. To replicate those sorts of games.
A lot of pservers set these kind of expectations and we have a community with a large proportion demanding this gameplay experience from an mmo.
I've met and played with the classic community. The current community is made of players who won't quit the game regardless of how badly the game is managed. If someone is still playing now, after all the betrayals and mismanagement, I can hardly imagine any future situation that would cause these players to quit.
Capping numbers is not replicating the moba genre, unless the numbers are capped at like, 5 per team and teams are always divided with equal numbers on each side. For the record, I don't think that limiting the number of people who can be in a guild, or the number of guilds in an alliance, will have any significant effect on the state of the game. And if there is any effect, it may be detrimental instead of positive.
That is to say, I don't see max guild size as a relevant issue. It isn't on my radar.
Disabling items is not an attempt to replicate the moba genre either, unless having balanced and fun mechanics is so exclusive to mobas that trying to implement game balance constitutes mechanic plagiarism. But this falls back into the territory of you mocking me and I you. I simply don't believe that MvP and miniboss cards are balanced, and you believe they are.
Or you concede that they are not, but maintain that unfair items are an acceptable mechanic for a mmorpg to have.
It has already been established that private servers use superior (though different) software and (depending on the server) have superior GM and dev teams. iRO can't even begin to emulate the effectiveness of the best pservers as a result of the requirement to use the aegis server. None of the suggestions I've made require pserver software nor do they mimic pserver mechanics.
not every guild is going to force the ppl that show up to play something they dont want to have a perfect class composition they want to have fun on something they like to play. At the end of the day its a game and if its not fun people will spend there time elsewhere!!!
1. KVM armors and accessories
2. a new battle grounds type
3. woe te no gods/mvps or mini boss (this is also the hardest to do as it requires at least 6k line of code and the server needs refresh it every second so you will lag more )
4. penalty system for one sided fights ie in zeny/ castle loots (this is prolly also hard to discern against cause there is so many variables)
5. actually hire a competition director who has a mission statement and is not affiliated with anyone in game/forums so you will have to go look at actually pay to play leagues to get one here
Key to improving WoE is that the meta needs to move away from having a "WoE character". The scene was better when there was the idea of having a "main" and you went to WoE on it. This is because then WoE is not just a gvg event that you as a player engage in, using your character as a tool to participate; instead WoE is another adventure that your character has in the persistent world of the game.
1. I disagree that new gear would improve the scene. What more and better gear does offensively is to make the other players of the game have less play time. They die faster and more often. Defensively, more gear can also make the game less fun, as other players are less able to interact with you (interacting by beating the crap out of your character).
2. Another battlegrounds is unlikely to improve the game's outlook, it might, but for the effort it would take to implement, the improvement in the game would likely not be worth it.
3. Another WoE has already been ruled out. The suggestion that standard WoE be no gods is currently being argued over.
4. Penalties are both impractical and unfair. The last thing you want to do is penalize people for participating in part of the game you are trying to promote.
5. Hiring new management may improve the game, but it just as well might not. This depends on the person hired and how good they are at their job. Nevermind that the additional cost of such an individual is probably not in the company's budget.