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#21 fs_h3lo

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Posted 21 November 2010 - 01:43

Yea.. I agree to a point.. but that's not the majority of players in this game in my experience.. just look at the threads in the forum lol... and tell me how many players have you attacked that have either come back and said man I dont PvP or say nothing but just bounty because they dont want to fight...

I bet if they put in a PvP toggle button to prevent incoming / outgoing attacks 60% maybe 75% of the players would sign-up.

And yes Conflict is the spice of life for some.. not all unfortunately lol


Really, 60-75%? I'll take your word for it and all, you'd know better than me. But, I have to say, it seems to go more like 50-50 for me, as far as who bounties/yells at me, and who attacks back/strikes up a conversation.

My first thought would be...that even if they don't like it, it's not actually pushing them to leave the game forever. Even if it's on a subconscious level, conflict is needed to keep most people interested, in just about anything.

And I bet if there was an opt-out button, quite a few would realize how boring that is, and turn it back off eventually. I'd compare that to using all the cheat codes in, let's say, Morrowind for example. At first, it sounds cool, and sure it's fun for a little while...running around and killing everything with your INVINCIBLE-UBER-GOD-CHARACTER, one hitting every guard and taking out entire towns with ridiculously massive fireballs. But, soon enough, the initial excitement wears off, and you realize just how lame it is, without some difficulty. Without dying once in awhile. Without some kind of conflict, to keep you interested. And then you realize you've now destroyed any "fun" the game used to have, by choosing to remove the challenge and conflict. Even for people that "hate" PvP, it would be my opinion, that being attacked once in awhile keeps some spice in the game.

#22 fs_imetalusi

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Posted 21 November 2010 - 01:55

Yea.. I agree to a point.. but that's not the majority of players in this game in my experience.. just look at the threads in the forum lol... and tell me how many players have you attacked that have either come back and said man I dont PvP or say nothing but just bounty because they dont want to fight...

I bet if they put in a PvP toggle button to prevent incoming / outgoing attacks 60% maybe 75% of the players would sign-up.

And yes Conflict is the spice of life for some.. not all unfortunately lol


Really, 60-75%? I'll take your word for it and all, you'd know better than me. But, I have to say, it seems to go more like 50-50 for me, as far as who bounties/yells at me, and who attacks back/strikes up a conversation.

My first thought would be...that even if they don't like it, it's not actually pushing them to leave the game forever. Even if it's on a subconscious level, conflict is needed to keep most people interested, in just about anything.

And I bet if there was an opt-out button, quite a few would realize how boring that is, and turn it back off eventually. I'd compare that to using all the cheat codes in, let's say, Morrowind for example. At first, it sounds cool, and sure it's fun for a little while...running around and killing everything with your INVINCIBLE-UBER-GOD-CHARACTER, one hitting every guard and taking out entire towns with ridiculously massive fireballs. But, soon enough, the initial excitement wears off, and you realize just how lame it is, without some difficulty. Without dying once in awhile. Without some kind of conflict, to keep you interested. And then you realize you've now destroyed any "fun" the game used to have, by choosing to remove the challenge and conflict. Even for people that "hate" PvP, it would be my opinion, that being attacked once in awhile keeps some spice in the game.


LMAO!! Dude I cant believe you used Marrowind as an Example!! I freaken love that game! and yea I eventually cheated and it sucked big time lol *air walked to the end game from Vivic to beat it*

And I wouldn't know any better bro, maybe I`m just jaded and kinda feel sorry for the many who dont want to battle. I def dont agree with an Opt out. Just saying that stopping the resetting of the ladder will better serve PvP, it will help prevent farming from those who dont, and will help find known PvP targets who would be more challenging..

#23 fs_h3lo

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Posted 21 November 2010 - 02:07

LMAO!! Dude I cant believe you used Marrowind as an Example!! I freaken love that game! and yea I eventually cheated and it sucked big time lol *air walked to the end game from Vivic to beat it*

And I wouldn't know any better bro, maybe I`m just jaded and kinda feel sorry for the many who dont want to battle. I def dont agree with an Opt out. Just saying that stopping the resetting of the ladder will better serve PvP, it will help prevent farming from those who dont, and will help find known PvP targets who would be more challenging..


Morrowind for the WIN! ^^

And I do like the idea of a non-resetting PvP ladder, that would be cool. It sounds like it would alleviate some of problems many have.

#24 krypt118

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Posted 21 November 2010 - 07:53

11:50 west coast USA time and 972 players online.

before the PvP ratings were reset and the ladder was created it was dominated by all the EOC players and everyone in the game complained about because they didnt have a chance. if they went back to the old way this would just happen again.

#25 krypt118

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Posted 21 November 2010 - 07:58

i think lvl 1-25 should be training lvls, like a few have said before, step by step, showing how to attack a mob, how to equip them self's, how to drop things, how to do quests and how to get into a guild, at the end of the day i mean get them interested in the game without been hounded





I would have to completely agree, we need to not discourage new players but to encourage them to play the game and to figure out what road they want to go down

#26 RebornJedi

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Posted 21 November 2010 - 08:02

QQ?

 


#27 sohail94

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Posted 21 November 2010 - 11:47

:| cant see how pvp is blamed for this, you say europian morning, most of the playerbase is in america so they are likely to be sleeping therefore shortage in players at that time, seems normal tbh, happens evry week

#28 fs_marinzeus

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Posted 21 November 2010 - 15:45

:| cant see how pvp is blamed for this, you say europian morning, most of the playerbase is in america so they are likely to be sleeping therefore shortage in players at that time, seems normal tbh, happens evry week


A low level PVP-er starts attacking the hell out of lower level newbies, which tell themselves "This is pointless, I keep getting attacked, I quit this game!"

#29 fs_johe71

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Posted 21 November 2010 - 17:05

:| cant see how pvp is blamed for this,


no, legit pvp isn't really the problem, it never have been and it will not be.

PvP cannot be blamed for old players playing less, but the problem i see is with a newly signed up player and what happens in the first days/week... the problem comes down to this

* HCS introduced a few game mechanics that gives real [fsp] profit som GvG and PvP.
* That lead to alot of people cheating and creating multis to gain some of that profit,
* Multis will, when they are created, be low level (doh!), and in most cases stay low level.
* A newly signed up player will meet a continious barrage of attacks from "the army of multis", both PvP-hits for rating and GvG-hits if the new player have joined a guild


back in the days RP was only used to buy buff packs, and PvP-hits was only for gold and/or a medal.... at that time there wasn't so many multis created, since the gain from a multi isn't very big...
but no doubt, new players tried some PvP back in the days (i also did that when i first joined the game). But most players quickly gained at least some levels, and that means that new players didn't get hit several times every day.

Now we have "the army of multis" that possibly(?) scare away new players from the game and if new players isn't joining the game it will slowly die...


The best solution would of course be if HCS started hunting down multis without some player having to collect evidence and send in a ticket -they have all the tools and the possibilities in the world to do that if they want

The second best solution is that new players have to gain a few levels (some where between 15 and 25 would be good) or play a certain period of time (perhaps 3-4 weeks) before they are allowed to do PvP/GvG (and of course, before you can PvP you cannot be PvPed)... that would give new players some time to get to know the game before they are attacked, and it would also reduce the gain from creating multis... (but if the best solution is done there wouldn't be the need for this solution, since i think the biggest problem a new players faces is the army of multis)

#30 fs_aleph82

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Posted 21 November 2010 - 17:20

:| cant see how pvp is blamed for this,


no, legit pvp isn't really the problem, it never have been and it will not be.

PvP cannot be blamed for old players playing less, but the problem i see is with a newly signed up player and what happens in the first days/week... the problem comes down to this

* HCS introduced a few game mechanics that gives real [fsp] profit som GvG and PvP.
* That lead to alot of people cheating and creating multis to gain some of that profit,
* Multis will, when they are created, be low level (doh!), and in most cases stay low level.
* A newly signed up player will meet a continious barrage of attacks from "the army of multis", both PvP-hits for rating and GvG-hits if the new player have joined a guild


back in the days RP was only used to buy buff packs, and PvP-hits was only for gold and/or a medal.... at that time there wasn't so many multis created, since the gain from a multi isn't very big...
but no doubt, new players tried some PvP back in the days (i also did that when i first joined the game). But most players quickly gained at least some levels, and that means that new players didn't get hit several times every day.

Now we have "the army of multis" that possibly(?) scare away new players from the game and if new players isn't joining the game it will slowly die...


The best solution would of course be if HCS started hunting down multis without some player having to collect evidence and send in a ticket -they have all the tools and the possibilities in the world to do that if they want

The second best solution is that new players have to gain a few levels (some where between 15 and 25 would be good) or play a certain period of time (perhaps 3-4 weeks) before they are allowed to do PvP/GvG (and of course, before you can PvP you cannot be PvPed)... that would give new players some time to get to know the game before they are attacked, and it would also reduce the gain from creating multis... (but if the best solution is done there wouldn't be the need for this solution, since i think the biggest problem a new players faces is the army of multis)


maybe instead of setting a minimal level for pvp \ gvg, it could be made optional for people below a certain level (around 20-25). players at those levels would be able to select if they want pvp option on or off in their preferences. and if a player has pvp on and hits someone, they won't be able to turn it back off until some time passes or some conditions are met.

i know this won't help with multis, but this way it won't hurt legit low levels while keeping real new players safe from harassment. it would also seriously limit the potential target bank, making exploiting a bit harder.

#31 fs_scarybug

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Posted 21 November 2010 - 19:14

dunno, I used to play browser games (strictly free to play for the record, where donating gives no gameplay advantages) where the norm was something like 3-400 players online outside of peak moments, and it wasn't any less fun..

If the number of players online is any indication of the game health though, then yeah, we might have a problem

#32 Removed22342

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Posted 21 November 2010 - 21:19

Before RP and Tokens the people who PvP:d for fun and glory. Now, sadly, it's business as the rest of the game. I'm not sure how it is to start off as a new player today, but I bet it's not all that fun trying to learn the basics and finding a good place to hang out while getting pounded by "PvPers" ...

Anywho, I think a grace period where you're imune against PvP/GvG would be good, you can't participate at all. Not sure when the first PvP quest is but maybe that's a good GO mark?

#33 vamunre

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Posted 21 November 2010 - 21:46

Reason: The Websense category "Games" is filtered.

i know allot of player that used to play at work. now they cant. this is becoming standard with most goverment/schools computer. almost all of the people that used to play from work that i knew, dont play at home.

i dont know if the websense category can be changed but if it can that would bring allot of people back playing. and some company's policy is that using proxy servers get you fired.

#34 Etlebrook

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Posted 22 November 2010 - 02:42

Well its Sunday afternoon/night/Monday early morning and there are just 1500 ppl playing. So perhaps it is a question of timing.... But even that, considering the "thousands" that the cows say are on the game, is a low number....

I do think that giving immunity of some type to new players as they begin the game is a good idea. There are those in game who honourably PvP; but there seem to be more who use it to bully so I think looking at some restrictions on PvP may be a good idea as well? Ah there are of course many other threads on that subject....

I wish there was a way to bank your stamina. It would be nice to be able to use that reserve feature that the cows get to use every once in while (usually as an apology for game errors). It could be a series of deposits a player must pay extra for (like buying bank deposits?) and there probably should be a limit set on the total you can hold. I find the long time in between stam refills a source of frustration and I am sure other players probably feel the same. Having a small bank to use once in a while may stop some ppl from leaving the game. Its hard to play when you actually have to constantly wait for the privilege. That is a huge game killer for me.


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