There are several threads dedicated to the concept of F2P and it's supposed effectiveness in drawing in new people. I'm personally skeptical of it, and I don't believe it is the only thing Mythic could do to turn the game around.
So what suggestions can you think of to help reverse the games decline?
I know a lot of people say they would like a fresh server start. I could see that being an interesting idea, but the major problem would be the risk of dividing the population and doing further damage. However, the risk could be minimized with a limited duration server reboot.
Why not open a new server for one month, two months, three months etc, allowing everyone to start from scratch. At the end of the set time, the server closes and characters from that server are transferred to Ywain. The server could have restrictions like limited character slots, one realm, anti-bot coding, etc.
It would also allow mythic the opportunity to play with PVE and RVR without messing with Ywain. Perhaps the new server could use an old frontier, or modify PVE to give it a more classic DAoC feel.
If it proves successful, there is no reason Mythic couldn't do it over and over, using different modifications each time.
Enjoy the game!!!
Showing posts with label DAoC server. Show all posts
Showing posts with label DAoC server. Show all posts
Tuesday, July 16, 2013
Tuesday, July 9, 2013
DAoC Guides about relics/siege
The way Ywain is at the moment: the realm with the most relics everyone just bails onto that realm and zergs the server to death (and it will ultimately result in server death we've seen it before on other servers)
Anyone else that has some maturerious suggestions go ahead and post them.
My suggestions for Mythic_Andy assuming he reads them (which hopefully he will... even if he doesnt agree with them it'd still be nice to know mythic takes suggestions in from european players)
1. Relics auto reset back to whichever homeland they were taken from after a set period (depending on the population)
2. Allow people to change realms instantly BUT make them get reduced realm points for an X hour cool off period to prevent so many switching realms instantly depending on who has the most relics.
3. Make relics harder to take! as in more than 2fg when no one is online.
4. Don't allow enemy players to log out inside keeps that hold enemy relics.
5. Add an extra gate to relic milegates, the reason behind this is basicly key keeps open the first gate, the second gate has to be rammed down/destroyed giving the realm a last chance to defend relics vs higher numbers with the advantage of a relic gate wall.
6. Because some of the above suggestions are rather harsh change the relic bonuses to:
Strength Relics
+% Melee Damage
+% RP Bonus
+% Adventure XP
+% Coin
Reduced Endurance cost on styles (passive bonus that effects the entire realm)
Power Relics
+% Spell Damage
+% RP Bonus
+% Adventure XP
+% Coin
Reduced Power cost on all spells (passive bonus that effects the entire realm)
Anyone else that has some maturerious suggestions go ahead and post them.
My suggestions for Mythic_Andy assuming he reads them (which hopefully he will... even if he doesnt agree with them it'd still be nice to know mythic takes suggestions in from european players)
1. Relics auto reset back to whichever homeland they were taken from after a set period (depending on the population)
2. Allow people to change realms instantly BUT make them get reduced realm points for an X hour cool off period to prevent so many switching realms instantly depending on who has the most relics.
3. Make relics harder to take! as in more than 2fg when no one is online.
4. Don't allow enemy players to log out inside keeps that hold enemy relics.
5. Add an extra gate to relic milegates, the reason behind this is basicly key keeps open the first gate, the second gate has to be rammed down/destroyed giving the realm a last chance to defend relics vs higher numbers with the advantage of a relic gate wall.
6. Because some of the above suggestions are rather harsh change the relic bonuses to:
Strength Relics
+% Melee Damage
+% RP Bonus
+% Adventure XP
+% Coin
Reduced Endurance cost on styles (passive bonus that effects the entire realm)
Power Relics
+% Spell Damage
+% RP Bonus
+% Adventure XP
+% Coin
Reduced Power cost on all spells (passive bonus that effects the entire realm)
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