Author Topic: 0.5.5.0: you to decide  (Read 87386 times)

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Offline Tristan_of_Erzoth

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Re: 0.5.5.0: you to decide
« Reply #165 on: January 07, 2019, 01:50:46 pm »
0
If Mercs is such a shithole, how has that mod survived without any updates for more than 2 years? lol

I mean Napoleonic Wars is dogshit and has been the most popular module for like the last 4 years so who fucking knows man
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Re: 0.5.5.0: you to decide
« Reply #166 on: January 07, 2019, 05:39:21 pm »
+1
I guess our community never reached the autism level of mercs com
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Re: 0.5.5.0: you to decide
« Reply #167 on: January 07, 2019, 06:20:28 pm »
0
rip and krex are braindead merc bundle of stickss who should jump off a bridge into a vat of acid

aaaaaaaaaaaaaaaaahahahahahahahahahahahahaAAAAAAAAAAAAHAHAHAHAHAHAHAHA

edit:

bitch
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Offline rustyspoon

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Re: 0.5.5.0: you to decide
« Reply #168 on: January 07, 2019, 07:46:38 pm »
+3
Hold on for the ride...this is gunna be long.

So, I read the forums a bit to catch up and played a little bit of Mercs (which is pretty much shit). I think that the only reason anyone plays Mercs is because it is somewhat populated. Their website sucks, their build system is weak and it's just a bunch of terrible players crutching on plate. The good news is that it does at least show that people are interested in having their own special character.

I haven't really been able to figure out all the changes that have occurred in CRPG since I left, but what I do know is that we have lots of things going for it. CRPG has the best character generation system, strat (if it's working?), item diversity, etc. It still seems to have the tick-based xp system (don't know for sure, wasn't able to get in an actual game). I've never been a fan of the tick system and liked the old one better, but I'll get back to that. The obvious issue is that no one is playing it and how do we get people to play it in the short term, so we can have long-term growth.

One thing we really need is a way to jump-start server population. As it is, no one is going to join any server if they can't get anything out of it. Why wait around as the only person on a server just hoping that people show up? If anyone joins any they should be able to get something out of it. One idea that I have is to have bot-populated battle servers. Yes, bots are utter shit. But it gives a reason for someone to show up. Say every server had 3 bots on it when at 0 or 1 pop. As a new person joins, a bot leaves. That way a person can join, earn xp, blah, blah, blah and have a reason to be there.

Now, I don't know if the tick-based xp system is still the same, but I've always hated it and here's why:
Back when I last played, you got a certain amount of xp/gold for every tick. Every time your team won, you gained a multiplier. In the original system, you gained xp/gold based on proximity to fighting. That's where xp barn/xp bridge came from. In that system, you were rewarded more for your individual effort. In the newer version, you were awarded based on luck more than anything else. If you were lucky enough to get paired on the winning team (which happened a lot with clanstacks), you could roll an x5 for hours. This had a huge effect on xp gain. The rest of the people could be on an x1 for hours. It was great for the x5 people and shit for the x1 people. Eventually the balance was added to where the top player from the good team would get switched. Basically fucking you over for doing well. If you still did well on your awesome team, you could win valor and keep your multi, but if you got unlucky, fuck you. Often times, when people would lose their x5 they would just quit. No sense waiting around to build it up again. The multi-system just created a huge discrepancy in the game that made it much harder for new people to join.

Another side-effect was that it took a lot of the fun and wackiness out of the player base. If you were a good player and were fucking around, often times your team would get pissed at you for "ruining their multi". In the original system, since your xp/money gain was more based on your own performance you could decide how serious you wanted to take things and not worry about fucking over the rest of your team. Honestly, I always wished we had a combination of proximity-based gain along with individual damage-based gain. The more damage you do, the more xp/gold etc. Basing it on kills is kind of worthless because how many times have you beat someone to shit only to have someone on your team poke a guy once and get a kill.

This brings me back to the grind. Way back in the day when you were a peasant, you felt like a peasant and it was fun! Trying to hide behind the armored guys and get a poke in with your pitchfork was always a hell of a lot of fun. In the current iteration, being a peasant basically means nothing. It's more of an annoyance than anything, as depending on luck, you could be out of peasant mode in just a couple rounds. At least it forced you to play. Back when the tick-system was put in place, often times people would just rush in and die and do something else while they leveled their character. There was nothing to get them involved or to care. It was just something they did.

Some people may complain that they hated the grind. Well, isn't that what skip the fun is for? I think there's always been a bit of a negative connotation around skip-the-fun characters and most people just used them to test builds. But I think they could be more of an either-or option. Build up your bad-ass character from a peasant up to a knight, or just start as a knight. Whatever floats your boat.

I do think that the rewards for leveling up your character and/or retiring need to be changed, though. There are a lot of people who complain about looms and some people think (probably accurately) that it discourages people from joining if they are going up against fully-loomed monsters. I get that. My main is gen 26 and I have multiple full loadouts of +3 gear. I would like to see loom bonuses go away entirely, but something needs to be added in their place. Whether it's titles, different skins for armor and weapons, a discount on upkeep...whatever. They need something. Something that rewards people for going through the grind and gives them something for their dedication. We need ways to engage people and keep them engaged. A way for people to have fun with the build they want to play.

Anyway, I'd appreciate thoughts and feedback and let's try to get a good discussion going.



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Offline Tristan_of_Erzoth

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Re: 0.5.5.0: you to decide
« Reply #169 on: January 08, 2019, 07:35:57 am »
0
Getting rid of looms for na1 might work but itd fuck with strat a lot
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Offline Torben

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Re: 0.5.5.0: you to decide
« Reply #170 on: January 08, 2019, 08:09:44 am »
0
could you post that once more, rusty?
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Offline rustyspoon

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Re: 0.5.5.0: you to decide
« Reply #171 on: January 08, 2019, 11:24:13 am »
0
could you post that once more, rusty?

Fixed. Don't know what happened there. Only posted once when I wrote it. Then when I woke up this morning there were 3. Someone must have fed it after midnight.
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Re: 0.5.5.0: you to decide
« Reply #172 on: January 08, 2019, 11:25:41 am »
0
Getting rid of looms for na1 might work but itd fuck with strat a lot

Since I'm not up to date yet, isn't strat already broken?
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Re: 0.5.5.0: you to decide
« Reply #173 on: January 08, 2019, 11:51:17 am »
-1
Hold on for the ride...this is gunna be long.

So, I read the forums a bit to catch up and played a little bit of Mercs (which is pretty much shit). I think that the only reason anyone plays Mercs is because it is somewhat populated. Their website sucks, their build system is weak and it's just a bunch of terrible players crutching on plate. The good news is that it does at least show that people are interested in having their own special character.

I haven't really been able to figure out all the changes that have occurred in CRPG since I left, but what I do know is that we have lots of things going for it. CRPG has the best character generation system, strat (if it's working?), item diversity, etc. It still seems to have the tick-based xp system (don't know for sure, wasn't able to get in an actual game). I've never been a fan of the tick system and liked the old one better, but I'll get back to that. The obvious issue is that no one is playing it and how do we get people to play it in the short term, so we can have long-term growth.

One thing we really need is a way to jump-start server population. As it is, no one is going to join any server if they can't get anything out of it. Why wait around as the only person on a server just hoping that people show up? If anyone joins any they should be able to get something out of it. One idea that I have is to have bot-populated battle servers. Yes, bots are utter shit. But it gives a reason for someone to show up. Say every server had 3 bots on it when at 0 or 1 pop. As a new person joins, a bot leaves. That way a person can join, earn xp, blah, blah, blah and have a reason to be there.

Now, I don't know if the tick-based xp system is still the same, but I've always hated it and here's why:
Back when I last played, you got a certain amount of xp/gold for every tick. Every time your team won, you gained a multiplier. In the original system, you gained xp/gold based on proximity to fighting. That's where xp barn/xp bridge came from. In that system, you were rewarded more for your individual effort. In the newer version, you were awarded based on luck more than anything else. If you were lucky enough to get paired on the winning team (which happened a lot with clanstacks), you could roll an x5 for hours. This had a huge effect on xp gain. The rest of the people could be on an x1 for hours. It was great for the x5 people and shit for the x1 people. Eventually the balance was added to where the top player from the good team would get switched. Basically fucking you over for doing well. If you still did well on your awesome team, you could win valor and keep your multi, but if you got unlucky, fuck you. Often times, when people would lose their x5 they would just quit. No sense waiting around to build it up again. The multi-system just created a huge discrepancy in the game that made it much harder for new people to join.

Another side-effect was that it took a lot of the fun and wackiness out of the player base. If you were a good player and were fucking around, often times your team would get pissed at you for "ruining their multi". In the original system, since your xp/money gain was more based on your own performance you could decide how serious you wanted to take things and not worry about fucking over the rest of your team. Honestly, I always wished we had a combination of proximity-based gain along with individual damage-based gain. The more damage you do, the more xp/gold etc. Basing it on kills is kind of worthless because how many times have you beat someone to shit only to have someone on your team poke a guy once and get a kill.

This brings me back to the grind. Way back in the day when you were a peasant, you felt like a peasant and it was fun! Trying to hide behind the armored guys and get a poke in with your pitchfork was always a hell of a lot of fun. In the current iteration, being a peasant basically means nothing. It's more of an annoyance than anything, as depending on luck, you could be out of peasant mode in just a couple rounds. At least it forced you to play. Back when the tick-system was put in place, often times people would just rush in and die and do something else while they leveled their character. There was nothing to get them involved or to care. It was just something they did.

Some people may complain that they hated the grind. Well, isn't that what skip the fun is for? I think there's always been a bit of a negative connotation around skip-the-fun characters and most people just used them to test builds. But I think they could be more of an either-or option. Build up your bad-ass character from a peasant up to a knight, or just start as a knight. Whatever floats your boat.

I do think that the rewards for leveling up your character and/or retiring need to be changed, though. There are a lot of people who complain about looms and some people think (probably accurately) that it discourages people from joining if they are going up against fully-loomed monsters. I get that. My main is gen 26 and I have multiple full loadouts of +3 gear. I would like to see loom bonuses go away entirely, but something needs to be added in their place. Whether it's titles, different skins for armor and weapons, a discount on upkeep...whatever. They need something. Something that rewards people for going through the grind and gives them something for their dedication. We need ways to engage people and keep them engaged. A way for people to have fun with the build they want to play.

Anyway, I'd appreciate thoughts and feedback and let's try to get a good discussion going.

I actually agree with everything you're saying here; I don't have time to go over specifics right now as I'm at work but I support your ideas 100%

#BringBackXPBarn

Since I'm not up to date yet, isn't strat already broken?

I think strat is working but Dave is making some pretty massive (And awesome) changes to strat that will improve the system massively and make it more fun. He's more or less rewriting the entire way strat works. You'd be best to speak with him about this side of things to learn more.
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Offline Tristan_of_Erzoth

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Re: 0.5.5.0: you to decide
« Reply #174 on: January 08, 2019, 09:21:29 pm »
0
Since I'm not up to date yet, isn't strat already broken?

No, everyone just quit because someone said there was going to be a reset in November so there wasn't any point in playing. Then reset never came so people never came back.


If anyone really wanted to jump start population the easiest and proven way to do it is this:

1. Build 5ish armies in Strat. Full shiny, great gear, etc
2. Find a target. Has to be someone who will be active and is at least somewhat polarizing in the community. I recommend James or Knightmare
3. Take your armies to their nearest city and make a shitpost thread. Quality counts here.
4. Copy paste the URL to the thread and spam it to people on steam and in any discords you're in. Don't just send the same message everytime you gotta personalize that shit.
5. Probably will get like 15v15 in the first battle and build upwards from there.


Me and Rando have done this like 5 times and its worked everytime, there's no real reason it wouldn't work here.
« Last Edit: January 08, 2019, 09:26:44 pm by Tristan_of_Erzoth »
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Re: 0.5.5.0: you to decide
« Reply #175 on: January 09, 2019, 10:56:20 pm »
+1
Hold on for the ride...this is gunna be long.

So, I read the forums a bit to catch up and played a little bit of Mercs (which is pretty much shit). I think that the only reason anyone plays Mercs is because it is somewhat populated. Their website sucks, their build system is weak and it's just a bunch of terrible players crutching on plate. The good news is that it does at least show that people are interested in having their own special character.

I haven't really been able to figure out all the changes that have occurred in CRPG since I left, but what I do know is that we have lots of things going for it. CRPG has the best character generation system, strat (if it's working?), item diversity, etc. It still seems to have the tick-based xp system (don't know for sure, wasn't able to get in an actual game). I've never been a fan of the tick system and liked the old one better, but I'll get back to that. The obvious issue is that no one is playing it and how do we get people to play it in the short term, so we can have long-term growth.

One thing we really need is a way to jump-start server population. As it is, no one is going to join any server if they can't get anything out of it. Why wait around as the only person on a server just hoping that people show up? If anyone joins any they should be able to get something out of it. One idea that I have is to have bot-populated battle servers. Yes, bots are utter shit. But it gives a reason for someone to show up. Say every server had 3 bots on it when at 0 or 1 pop. As a new person joins, a bot leaves. That way a person can join, earn xp, blah, blah, blah and have a reason to be there.

Now, I don't know if the tick-based xp system is still the same, but I've always hated it and here's why:
Back when I last played, you got a certain amount of xp/gold for every tick. Every time your team won, you gained a multiplier. In the original system, you gained xp/gold based on proximity to fighting. That's where xp barn/xp bridge came from. In that system, you were rewarded more for your individual effort. In the newer version, you were awarded based on luck more than anything else. If you were lucky enough to get paired on the winning team (which happened a lot with clanstacks), you could roll an x5 for hours. This had a huge effect on xp gain. The rest of the people could be on an x1 for hours. It was great for the x5 people and shit for the x1 people. Eventually the balance was added to where the top player from the good team would get switched. Basically fucking you over for doing well. If you still did well on your awesome team, you could win valor and keep your multi, but if you got unlucky, fuck you. Often times, when people would lose their x5 they would just quit. No sense waiting around to build it up again. The multi-system just created a huge discrepancy in the game that made it much harder for new people to join.

Another side-effect was that it took a lot of the fun and wackiness out of the player base. If you were a good player and were fucking around, often times your team would get pissed at you for "ruining their multi". In the original system, since your xp/money gain was more based on your own performance you could decide how serious you wanted to take things and not worry about fucking over the rest of your team. Honestly, I always wished we had a combination of proximity-based gain along with individual damage-based gain. The more damage you do, the more xp/gold etc. Basing it on kills is kind of worthless because how many times have you beat someone to shit only to have someone on your team poke a guy once and get a kill.

This brings me back to the grind. Way back in the day when you were a peasant, you felt like a peasant and it was fun! Trying to hide behind the armored guys and get a poke in with your pitchfork was always a hell of a lot of fun. In the current iteration, being a peasant basically means nothing. It's more of an annoyance than anything, as depending on luck, you could be out of peasant mode in just a couple rounds. At least it forced you to play. Back when the tick-system was put in place, often times people would just rush in and die and do something else while they leveled their character. There was nothing to get them involved or to care. It was just something they did.

Some people may complain that they hated the grind. Well, isn't that what skip the fun is for? I think there's always been a bit of a negative connotation around skip-the-fun characters and most people just used them to test builds. But I think they could be more of an either-or option. Build up your bad-ass character from a peasant up to a knight, or just start as a knight. Whatever floats your boat.

I do think that the rewards for leveling up your character and/or retiring need to be changed, though. There are a lot of people who complain about looms and some people think (probably accurately) that it discourages people from joining if they are going up against fully-loomed monsters. I get that. My main is gen 26 and I have multiple full loadouts of +3 gear. I would like to see loom bonuses go away entirely, but something needs to be added in their place. Whether it's titles, different skins for armor and weapons, a discount on upkeep...whatever. They need something. Something that rewards people for going through the grind and gives them something for their dedication. We need ways to engage people and keep them engaged. A way for people to have fun with the build they want to play.

Anyway, I'd appreciate thoughts and feedback and let's try to get a good discussion going.

i like the stuff u say.

bots would help alot on eu1 and eu2.

xp barn was way more fun,also it reduced the archer spamm.

removing looms sounds interesting,maybe raise the repaircost of good weapons and armours into the sky and give ppl instead of looms alot of money and reduce  the money u get per tick so u need to retire to use ur liked armour/weapon.

but for that u would need to reset everything,which would be good as ppl always enjoyed the way to lvl 30 the most,atleast i did.

i dont understand why some here dont want to lose their stuff,its useless if no one plays on the server and if u want to see ur loomed gear,make a screen of it^^
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Re: 0.5.5.0: you to decide
« Reply #176 on: January 10, 2019, 01:06:45 am »
+1
Okay heres a woke idea for a reset

Make its you can buy XP with gold right

THEN when you reset have every 1k xp on someones account turn into 100 gold or maybe even one gold.

Then have you can buy 100 xp for 1000 gold.


This way people could buy starter kits and skips some of the grind but not be able to get back to max levels. Might have to be tweaked a bit or whatever just an idea

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Re: 0.5.5.0: you to decide
« Reply #177 on: January 10, 2019, 02:35:20 am »
0
Okay heres a woke idea for a reset

Make its you can buy XP with gold right

THEN when you reset have every 1k xp on someones account turn into 100 gold or maybe even one gold.

Then have you can buy 100 xp for 1000 gold.


This way people could buy starter kits and skips some of the grind but not be able to get back to max levels. Might have to be tweaked a bit or whatever just an idea

true,or make a cap at lvl 21 or so and beyond that u only get when u pay gold per lvl,which will be shitton of grind :D
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Re: 0.5.5.0: you to decide
« Reply #178 on: January 10, 2019, 10:12:16 am »
-1
Okay heres a woke idea for a reset

Make its you can buy XP with gold right

THEN when you reset have every 1k xp on someones account turn into 100 gold or maybe even one gold.

Then have you can buy 100 xp for 1000 gold.


This way people could buy starter kits and skips some of the grind but not be able to get back to max levels. Might have to be tweaked a bit or whatever just an idea

thatd be pretty cool, it would mean a use for gold other than for loom sales etc etc
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Re: 0.5.5.0: you to decide
« Reply #179 on: January 10, 2019, 02:53:27 pm »
-1
Hold on for the ride...this is gunna be long.

So, I read the forums a bit to catch up and played a little bit of Mercs (which is pretty much shit). I think that the only reason anyone plays Mercs is because it is somewhat populated. Their website sucks, their build system is weak and it's just a bunch of terrible players crutching on plate. The good news is that it does at least show that people are interested in having their own special character.

I haven't really been able to figure out all the changes that have occurred in CRPG since I left, but what I do know is that we have lots of things going for it. CRPG has the best character generation system, strat (if it's working?), item diversity, etc. It still seems to have the tick-based xp system (don't know for sure, wasn't able to get in an actual game). I've never been a fan of the tick system and liked the old one better, but I'll get back to that. The obvious issue is that no one is playing it and how do we get people to play it in the short term, so we can have long-term growth.

One thing we really need is a way to jump-start server population. As it is, no one is going to join any server if they can't get anything out of it. Why wait around as the only person on a server just hoping that people show up? If anyone joins any they should be able to get something out of it. One idea that I have is to have bot-populated battle servers. Yes, bots are utter shit. But it gives a reason for someone to show up. Say every server had 3 bots on it when at 0 or 1 pop. As a new person joins, a bot leaves. That way a person can join, earn xp, blah, blah, blah and have a reason to be there.

Now, I don't know if the tick-based xp system is still the same, but I've always hated it and here's why:
Back when I last played, you got a certain amount of xp/gold for every tick. Every time your team won, you gained a multiplier. In the original system, you gained xp/gold based on proximity to fighting. That's where xp barn/xp bridge came from. In that system, you were rewarded more for your individual effort. In the newer version, you were awarded based on luck more than anything else. If you were lucky enough to get paired on the winning team (which happened a lot with clanstacks), you could roll an x5 for hours. This had a huge effect on xp gain. The rest of the people could be on an x1 for hours. It was great for the x5 people and shit for the x1 people. Eventually the balance was added to where the top player from the good team would get switched. Basically fucking you over for doing well. If you still did well on your awesome team, you could win valor and keep your multi, but if you got unlucky, fuck you. Often times, when people would lose their x5 they would just quit. No sense waiting around to build it up again. The multi-system just created a huge discrepancy in the game that made it much harder for new people to join.

Another side-effect was that it took a lot of the fun and wackiness out of the player base. If you were a good player and were fucking around, often times your team would get pissed at you for "ruining their multi". In the original system, since your xp/money gain was more based on your own performance you could decide how serious you wanted to take things and not worry about fucking over the rest of your team. Honestly, I always wished we had a combination of proximity-based gain along with individual damage-based gain. The more damage you do, the more xp/gold etc. Basing it on kills is kind of worthless because how many times have you beat someone to shit only to have someone on your team poke a guy once and get a kill.

This brings me back to the grind. Way back in the day when you were a peasant, you felt like a peasant and it was fun! Trying to hide behind the armored guys and get a poke in with your pitchfork was always a hell of a lot of fun. In the current iteration, being a peasant basically means nothing. It's more of an annoyance than anything, as depending on luck, you could be out of peasant mode in just a couple rounds. At least it forced you to play. Back when the tick-system was put in place, often times people would just rush in and die and do something else while they leveled their character. There was nothing to get them involved or to care. It was just something they did.

Some people may complain that they hated the grind. Well, isn't that what skip the fun is for? I think there's always been a bit of a negative connotation around skip-the-fun characters and most people just used them to test builds. But I think they could be more of an either-or option. Build up your bad-ass character from a peasant up to a knight, or just start as a knight. Whatever floats your boat.

I do think that the rewards for leveling up your character and/or retiring need to be changed, though. There are a lot of people who complain about looms and some people think (probably accurately) that it discourages people from joining if they are going up against fully-loomed monsters. I get that. My main is gen 26 and I have multiple full loadouts of +3 gear. I would like to see loom bonuses go away entirely, but something needs to be added in their place. Whether it's titles, different skins for armor and weapons, a discount on upkeep...whatever. They need something. Something that rewards people for going through the grind and gives them something for their dedication. We need ways to engage people and keep them engaged. A way for people to have fun with the build they want to play.

Anyway, I'd appreciate thoughts and feedback and let's try to get a good discussion going.

One thing I forgot to mention... DTV has a playstyle where you can simply hop on and play and look at what happens, that server got filled way more regularly than EU1; the fact is that people will just play the server that they can get started and do things on first. It's also the reason that removing DTV entirely should be looked at. People played on those servers only and that hurt the battle population; if we're looking to raise population we can't have it split across multiple servers. The only logical choice is to remove DTV and look at building an environment where you can hop on and play against bots in EU1 until they're filled by player spots.

You could easily do something similar to what The Ludus does in terms of AI, just give it stupid fast attack speed and make it feint; makes it hard to fight against if you actually try to block/attack/block/attack type pattern. You can of course very easily beat the bots by just skeying and mashing left click but that shit is boring as fuck anyways.
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