This, for one. For two, they could just as easily have certain times when they would trade caps for a certain period of time, as per my instance above with DCUO. If players want to cheat the design they'll do it.
The only way to not allow this, as I stated, is to not allow for any cross faction coordination.
They only way fix this, is to completely redisign world pvp, not just create new zone and slap dalies on it...
To not allow coordination would be to completely redesign world PvP.
But how could you really do this? Couldn't players still coordinate over the phone or in a forum or something? All you would need is a single guildie with a character in both factions...done.
I don't think you could ever stop players from communicating.
lol wow, that game is really goofy looking too. At first I thought I was watching a game with a bunch of wizards shooting spells at each other. Why can't they show this stuff in the commercial? It feels like false advertising...
Theres not much else they can do... if people are just going to let each faction farm eachother then it doesn't matter what they put in place, they'll just coordinate with the other faction. Players are whats killing the open world PvP.
Absolutely not, the problem is the system design. Specifically, the problem is that you get a reward for CAPTURING a keep (or whatever they are called on Illum). This is exploitable. Players can just keep trading keeps back and worth and rack up points infinitely. Here is how you fix it.
Remove rewards for capturing keeps. Add rewards for HOLDING keeps, and make it essentially a zero-sum game. In other words, you get steady rewards (ticks) for holding a keep. The other team will get the same rewards if they hold the keep. There is absolutely no incentive here to "let" the other team take a keep, because if you do that, you are losing out on your rewards.
Fixed.
That is only part of the problem. Even if you had that in play the populations are so skewed on some servers at that point Republic players on some would probably just stop going there almost altogether. They simply do not have the numbers compared to imperial.
That's a great idea if your numbers playing the factions are relatively close to each other. In this game? Yeah...pretty sure they aren't even remotely in the same ballpark.
True, but faction imbalance is also caused by the system. Specifically, it's caused by the system having different factions where one is much more appealing . I actually think "server vs. server" is a much better way to get more balanced open-world PvP than faction vs. faction.
In addition, team imbalance is really just part of what makes open-world PvP what it is. You will rarely ever have exactly balanced teams...and you probably wouldn't want anything to force balanced teams (because then it would be essentially a WZ). Minor team imbalance is okay. It only gets bad when one team VASTLY outnumbers the other.
Regardless of imbalance though, I think my idea is still way better than what is currently implemented. It would stop keep trading cold.
Again, no way to really balance that either. This game isn't 100% PvP oriented, so say the populations is perfectly balanced 50/50, you can't determine which faction will have more players interested in PvP and which players are more interested in PvE. Creating a perfect balance on factions doesn't automatically mean perfect open world balance, nor does it mean that the open world PvP would even be remotely close.
As for your idea, I don't see it doing anything other then trading times for a keep... if they are willing to trade kills, they'd be willing to trade keeps for period of time. OR in the case of servers with a vast imbalance, one faction would never have a chance to gain any points... at least at this time.
WOW just wow, i haven't seen that kind of lag since playing Aion, you know where you had to turn off everything and all you could see were names floating around. That's some bad code!
and bring a star wars MMO to the market without pvp?
you do know it's Star WARS right? That would have immediately lost them not only the pvp people but also 99% of the fans of the lore, if they haven't already done that {mod edit}
Theres not much else they can do... if people are just going to let each faction farm eachother then it doesn't matter what they put in place, they'll just coordinate with the other faction. Players are whats killing the open world PvP.
There are tons of things they can do. For one thing they can make PvP farming a bannable offense, this has been done in other games. More over they can make it less rewarding to PvP farm by having timers for killing the same player.
So dont come with that BS that nothing can be done and everything is the fault of the players. ALOT can be done.
This, for one. For two, they could just as easily have certain times when they would trade caps for a certain period of time, as per my instance above with DCUO. If players want to cheat the design they'll do it.
The only way to not allow this, as I stated, is to not allow for any cross faction coordination.
They only way fix this, is to completely redisign world pvp, not just create new zone and slap dalies on it...
To not allow coordination would be to completely redesign world PvP.
But how could you really do this? Couldn't players still coordinate over the phone or in a forum or something? All you would need is a single guildie with a character in both factions...done.
I don't think you could ever stop players from communicating.
By not allowing coordination I mean, not allowing ANY coordination.... randomizing, essentially. And as I stated before its against what open world PvP is about, and as someone stated (might have even been you) it would make the open world PvP a warzone.
But, it would ensure that anyone zoning in to a PvP world wouldn't know what they would find on the other side, and would likely just get killed by people who don't know they were trying to "trade kills". Minimizing the chance for trading quite a bit.
Could they communicate? Sure.. but they couldn't coordinate. Thats the issue with the PvP system now, is you can coordinate, if you have 2 teams.. one on republic, one on imperial, and you both queue for a warzone at the same time, you have a 90% chance to get into a warzone with that other group. The system in place is way too easily to manipulate, but in open world PvP, taking away that system, makes it much less of an "open world".
Look at all those people who clearly want a good pvp game. How can you even say pvp is niche market. World PvP done well would be huge! I mean you have what UO, DAOC, Darkfall, Mortal Online, and EVE. Seriously people are dying for a good pvp game.
Which leads to how could they make the design behind the lvl 50 open pvp zone suck so much?
Do they have any clue at all? The answer is no, no they do not. So fire the six year old girl who designed the pvp on ilum and get someone who can come up with something that isn't laughable.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Theres not much else they can do... if people are just going to let each faction farm eachother then it doesn't matter what they put in place, they'll just coordinate with the other faction. Players are whats killing the open world PvP.
There are tons of things they can do. For one thing they can make PvP farming a bannable offense, this has been done in other games. More over they can make it less rewarding to PvP farm by having timers for killing the same player.
So dont come with that BS that nothing can be done and everything is the fault of the players. ALOT can be done.
So.. basically, you want them to ban players or set timers for killing the same player... for what.. a griefing measure? Those are the worst ideas I've ever heard. Try again.
No death penalty, no item decay , immediate or almost immediate rez, etc will do that for you.
If player can die multiple times without any problems then he will allow himself to be farmed simple as that.
Of course many players will not want to do that cause they feel that it is cheap, cheating, exploiting ,for rp reasons,etc and they are propably right, still many people will allow this if they know they can do same to other side.
Still majority don't want any restrictions, penalties, item decays , any item loot ,etc - I get why they don't. They just don't like it and it's okay. Everything has it's consequences though and current no-problem-dying-over situatuon will always ridicule world pvp especially if world pvp is all about gaining some 'points' like renown, pvp levels, etc
Theres not much else they can do... if people are just going to let each faction farm eachother then it doesn't matter what they put in place, they'll just coordinate with the other faction. Players are whats killing the open world PvP.
Absolutely not, the problem is the system design. Specifically, the problem is that you get a reward for CAPTURING a keep (or whatever they are called on Illum). This is exploitable. Players can just keep trading keeps back and worth and rack up points infinitely. Here is how you fix it.
Remove rewards for capturing keeps. Add rewards for HOLDING keeps, and make it essentially a zero-sum game. In other words, you get steady rewards (ticks) for holding a keep. The other team will get the same rewards if they hold the keep. There is absolutely no incentive here to "let" the other team take a keep, because if you do that, you are losing out on your rewards.
Fixed.
That is only part of the problem. Even if you had that in play the populations are so skewed on some servers at that point Republic players on some would probably just stop going there almost altogether. They simply do not have the numbers compared to imperial.
That's a great idea if your numbers playing the factions are relatively close to each other. In this game? Yeah...pretty sure they aren't even remotely in the same ballpark.
True, but faction imbalance is also caused by the system. Specifically, it's caused by the system having different factions where one is much more appealing . I actually think "server vs. server" is a much better way to get more balanced open-world PvP than faction vs. faction.
In addition, team imbalance is really just part of what makes open-world PvP what it is. You will rarely ever have exactly balanced teams...and you probably wouldn't want anything to force balanced teams (because then it would be essentially a WZ). Minor team imbalance is okay. It only gets bad when one team VASTLY outnumbers the other.
Regardless of imbalance though, I think my idea is still way better than what is currently implemented. It would stop keep trading cold.
Again, no way to really balance that either. This game isn't 100% PvP oriented, so say the populations is perfectly balanced 50/50, you can't determine which faction will have more players interested in PvP and which players are more interested in PvE. Creating a perfect balance on factions doesn't automatically mean perfect open world balance, nor does it mean that the open world PvP would even be remotely close.
As for your idea, I don't see it doing anything other then trading times for a keep... if they are willing to trade kills, they'd be willing to trade keeps for period of time. OR in the case of servers with a vast imbalance, one faction would never have a chance to gain any points... at least at this time.
I disagree, the big difference here is that right now, trading keeps is profitable for BOTH parties.
If I get rewarded for capturing a keep, then it is in my interest to ensure that I capture keeps as often as possible. Even if that means losing keeps. For example, assuming that you get 100 "points" for capturing a keep, imagine two scenarios...
In scenario 1, both sides actively fight each other for control of keeps. They may change hands like two or three times a day, but typically will stay in the hands of one faction for a while due to active defenders. So in this scenario, there are like 300 points generated daily in total.
In scenario 2, both sides collude and trade off capturing keeps. They probably change hands over 50 times a day. So in this scenario, there are 5000 points generated daily in total.
Scenario 2 is obviously preferable for both parties. It's like game theory basically, collusion yields the highest return BY FAR for both parties. There is 0 incentive to fight in the system.
Now imagine that you get no rewards for capturing a keep, but you are rewarded 20 "points" for each hour you hold a keep, and there are 5 keeps in total...
In scenario 1, 2400 points are generated daily in total.
In scenario 2, 2400 points are generated daily in total.
The only way to get your "side" more points is to hold more keeps. Yes, I guess you could try and be nice and share, but this probably isn't going to happen. If one side has an advantage, they will press it and get more points. Game theory again. If you fight, you can probably get more points than if you try to collude. and if you try to collude, the other side can always backstab you for more points .
This, for one. For two, they could just as easily have certain times when they would trade caps for a certain period of time, as per my instance above with DCUO. If players want to cheat the design they'll do it.
The only way to not allow this, as I stated, is to not allow for any cross faction coordination.
They only way fix this, is to completely redisign world pvp, not just create new zone and slap dalies on it...
To not allow coordination would be to completely redesign world PvP.
But how could you really do this? Couldn't players still coordinate over the phone or in a forum or something? All you would need is a single guildie with a character in both factions...done.
I don't think you could ever stop players from communicating.
By not allowing coordination I mean, not allowing ANY coordination.... randomizing, essentially. And as I stated before its against what open world PvP is about, and as someone stated (might have even been you) it would make the open world PvP a warzone.
But, it would ensure that anyone zoning in to a PvP world wouldn't know what they would find on the other side, and would likely just get killed by people who don't know they were trying to "trade kills". Minimizing the chance for trading quite a bit.
Could they communicate? Sure.. but they couldn't coordinate. Thats the issue with the PvP system now, is you can coordinate, if you have 2 teams.. one on republic, one on imperial, and you both queue for a warzone at the same time, you have a 90% chance to get into a warzone with that other group. The system in place is way too easily to manipulate, but in open world PvP, taking away that system, makes it much less of an "open world".
Well it could work, but it would also defeat the purpose of open world PvP IMO . There would be no "faction pride" because anytime you went into open-world PvP you would be shoved into a different instance.
no sure it seem there are other mecanic in play cause i was viewing another stream and it seems the more ground you control the higher the valor so this little farming might not be as big an issue as i thaught cause if you need to control say 3 point to rack proper valor controlling 3 point is insanelly hard
If people choose to kill trade thats their business. Personally I dont feel like letting some crappy republic scum kill me. I got all my updates after the patch by destroying the republic. In fact there were some pretty intense fights going on in Ilum on my server. The republic came out in force but my mate's healer was up for the task. Beat them at 2:1 odds (their favour which is surprising for Ilum which is usually lacking in republic).
Will they will get annoyed that they didnt get kills and quit? Maybe. But I'm not gearing up the other side for free.
ya that is how it is the more tower you control the higher your valor rate is 100% per tower i believe so if you control 3 you get 300% more valor so on the whole their little farming isnt an issue .sorry didnt know it was like this!
Theres not much else they can do... if people are just going to let each faction farm eachother then it doesn't matter what they put in place, they'll just coordinate with the other faction. Players are whats killing the open world PvP.
Absolutely not, the problem is the system design. Specifically, the problem is that you get a reward for CAPTURING a keep (or whatever they are called on Illum). This is exploitable. Players can just keep trading keeps back and worth and rack up points infinitely. Here is how you fix it.
Remove rewards for capturing keeps. Add rewards for HOLDING keeps, and make it essentially a zero-sum game. In other words, you get steady rewards (ticks) for holding a keep. The other team will get the same rewards if they hold the keep. There is absolutely no incentive here to "let" the other team take a keep, because if you do that, you are losing out on your rewards.
Fixed.
That is only part of the problem. Even if you had that in play the populations are so skewed on some servers at that point Republic players on some would probably just stop going there almost altogether. They simply do not have the numbers compared to imperial.
That's a great idea if your numbers playing the factions are relatively close to each other. In this game? Yeah...pretty sure they aren't even remotely in the same ballpark.
True, but faction imbalance is also caused by the system. Specifically, it's caused by the system having different factions where one is much more appealing . I actually think "server vs. server" is a much better way to get more balanced open-world PvP than faction vs. faction.
In addition, team imbalance is really just part of what makes open-world PvP what it is. You will rarely ever have exactly balanced teams...and you probably wouldn't want anything to force balanced teams (because then it would be essentially a WZ). Minor team imbalance is okay. It only gets bad when one team VASTLY outnumbers the other.
Regardless of imbalance though, I think my idea is still way better than what is currently implemented. It would stop keep trading cold.
Again, no way to really balance that either. This game isn't 100% PvP oriented, so say the populations is perfectly balanced 50/50, you can't determine which faction will have more players interested in PvP and which players are more interested in PvE. Creating a perfect balance on factions doesn't automatically mean perfect open world balance, nor does it mean that the open world PvP would even be remotely close.
As for your idea, I don't see it doing anything other then trading times for a keep... if they are willing to trade kills, they'd be willing to trade keeps for period of time. OR in the case of servers with a vast imbalance, one faction would never have a chance to gain any points... at least at this time.
I disagree, the big difference here is that right now, trading keeps is profitable for BOTH parties.
If I get rewarded for capturing a keep, then it is in my interest to ensure that I capture keeps as often as possible. Even if that means losing keeps. For example, assuming that you get 100 "points" for capturing a keep, imagine two scenarios...
In scenario 1, both sides actively fight each other for control of keeps. They may change hands like two or three times a day, but typically will stay in the hands of one faction for a while due to active defenders. So in this scenario, there are like 300 points generated daily in total.
In scenario 2, both sides collude and trade off capturing keeps. They probably change hands over 50 times a day. So in this scenario, there are 5000 points generated daily in total.
Scenario 2 is obviously preferable for both parties. It's like game theory basically, collusion yields the highest return BY FAR for both parties. There is 0 incentive to fight in the system.
Now imagine that you get no rewards for capturing a keep, but you are rewarded 20 "points" for each hour you hold a keep, and there are 5 keeps in total...
In scenario 1, 2400 points are generated daily in total.
In scenario 2, 2400 points are generated daily in total.
The only way to get your "side" more points is to hold more keeps. Yes, I guess you could try and be nice and share, but this probably isn't going to happen. If one side has an advantage, they will press it and get more points. Game theory again. If you fight, you can probably get more points than if you try to collude. and if you try to collude, the other side can always backstab you for more points .
Game theory. Exactly, it is not peoples fault if it works, it is just your fault if you implment a reward system that doesn't understand it.
True, but faction imbalance is also caused by the system. Specifically, it's caused by the system having different factions where one is much more appealing . I actually think "server vs. server" is a much better way to get more balanced open-world PvP than faction vs. faction.
In addition, team imbalance is really just part of what makes open-world PvP what it is. You will rarely ever have exactly balanced teams...and you probably wouldn't want anything to force balanced teams (because then it would be essentially a WZ). Minor team imbalance is okay. It only gets bad when one team VASTLY outnumbers the other.
Regardless of imbalance though, I think my idea is still way better than what is currently implemented. It would stop keep trading cold.
I agree. It is. Isn't the first time I've seen it suggested either. Ironically considering another poster brought the game up I remember many were requesting this in Warhammer because you had the same merry go round between the factions in that game. Not sure if they ever implemented it.
My point was that with this game even if they were to make that change the numbers are so jacked at this point that while in theory it should resolve the issue since the population isn't remotely close it won't really help those in the severe minority.
As to how they can fix that? Well, ya got me.
Frankly, much as I had problems with the game I think Aion's refusal to allow people to create a character on a server in the faction that had the higher population was the best plan I have seen.
Yeah, I know people bitched and moaned about it but they would bitch and moan about the population imbalances too. Least that is a way to try and make them within range of each other when players for whatever reason are insistent on picking the same faction.
About the only way you can ensure people are prone to picking factions evenly in one of these games in this era is if every faction in your game is evil and a dick. Probably the only time you would see a game have pretty even numbers in the factions.
Sure seems that way. The majority simply want to play the "bad guy". They prove it time and time again in these games.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Originally posted by drbaltazar ya that is how it is the more tower you control the higher your valor rate is 100% per tower i believe so if you control 3 you get 300% more valor so on the whole their little farming isnt an issue .sorry didnt know it was like this!
Yet you came here to scream your head off about it... research always does wonders before posting.
Originally posted by Dracill I will never understand pvp players always saying they want open world pvp and when they get it they just try to avoid it or cheat the system.There is no way to design a system that doesn't allow this kind of auto destructive behaviour by it's players.
The people trading don't want open world pvp they want the gear. The people who wan't open world pvp will fight regardless of the odds situation or shiny new gear at the other end of the rabbit hole.
one thing is sure they ll need to put everything to minimum cause there is almost no people on and it lag when it gets packed tonight it will crash the server
it is still very bad cause thoricly what they have done with 15 player can be done with the whole amount of pllayer with a proper emoticon .we ll just have to wait and see ,but hour after it got lunched this happening doesnt look good,this idea will need tweakibng i bet before the day end
Comments
But how could you really do this? Couldn't players still coordinate over the phone or in a forum or something? All you would need is a single guildie with a character in both factions...done.
I don't think you could ever stop players from communicating.
Are you team Azeroth, team Tyria, or team Jacob?
lol wow, that game is really goofy looking too. At first I thought I was watching a game with a bunch of wizards shooting spells at each other. Why can't they show this stuff in the commercial? It feels like false advertising...
Again, no way to really balance that either. This game isn't 100% PvP oriented, so say the populations is perfectly balanced 50/50, you can't determine which faction will have more players interested in PvP and which players are more interested in PvE. Creating a perfect balance on factions doesn't automatically mean perfect open world balance, nor does it mean that the open world PvP would even be remotely close.
As for your idea, I don't see it doing anything other then trading times for a keep... if they are willing to trade kills, they'd be willing to trade keeps for period of time. OR in the case of servers with a vast imbalance, one faction would never have a chance to gain any points... at least at this time.
WOW just wow, i haven't seen that kind of lag since playing Aion, you know where you had to turn off everything and all you could see were names floating around. That's some bad code!
{mod edit}
There are tons of things they can do. For one thing they can make PvP farming a bannable offense, this has been done in other games. More over they can make it less rewarding to PvP farm by having timers for killing the same player.
So dont come with that BS that nothing can be done and everything is the fault of the players. ALOT can be done.
My gaming blog
By not allowing coordination I mean, not allowing ANY coordination.... randomizing, essentially. And as I stated before its against what open world PvP is about, and as someone stated (might have even been you) it would make the open world PvP a warzone.
But, it would ensure that anyone zoning in to a PvP world wouldn't know what they would find on the other side, and would likely just get killed by people who don't know they were trying to "trade kills". Minimizing the chance for trading quite a bit.
Could they communicate? Sure.. but they couldn't coordinate. Thats the issue with the PvP system now, is you can coordinate, if you have 2 teams.. one on republic, one on imperial, and you both queue for a warzone at the same time, you have a 90% chance to get into a warzone with that other group. The system in place is way too easily to manipulate, but in open world PvP, taking away that system, makes it much less of an "open world".
Look at all those people who clearly want a good pvp game. How can you even say pvp is niche market. World PvP done well would be huge! I mean you have what UO, DAOC, Darkfall, Mortal Online, and EVE. Seriously people are dying for a good pvp game.
Which leads to how could they make the design behind the lvl 50 open pvp zone suck so much?
Do they have any clue at all? The answer is no, no they do not. So fire the six year old girl who designed the pvp on ilum and get someone who can come up with something that isn't laughable.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/So.. basically, you want them to ban players or set timers for killing the same player... for what.. a griefing measure? Those are the worst ideas I've ever heard. Try again.
No death penalty, no item decay , immediate or almost immediate rez, etc will do that for you.
If player can die multiple times without any problems then he will allow himself to be farmed simple as that.
Of course many players will not want to do that cause they feel that it is cheap, cheating, exploiting ,for rp reasons,etc and they are propably right, still many people will allow this if they know they can do same to other side.
Still majority don't want any restrictions, penalties, item decays , any item loot ,etc - I get why they don't. They just don't like it and it's okay. Everything has it's consequences though and current no-problem-dying-over situatuon will always ridicule world pvp especially if world pvp is all about gaining some 'points' like renown, pvp levels, etc
I disagree, the big difference here is that right now, trading keeps is profitable for BOTH parties.
If I get rewarded for capturing a keep, then it is in my interest to ensure that I capture keeps as often as possible. Even if that means losing keeps. For example, assuming that you get 100 "points" for capturing a keep, imagine two scenarios...
In scenario 1, both sides actively fight each other for control of keeps. They may change hands like two or three times a day, but typically will stay in the hands of one faction for a while due to active defenders. So in this scenario, there are like 300 points generated daily in total.
In scenario 2, both sides collude and trade off capturing keeps. They probably change hands over 50 times a day. So in this scenario, there are 5000 points generated daily in total.
Scenario 2 is obviously preferable for both parties. It's like game theory basically, collusion yields the highest return BY FAR for both parties. There is 0 incentive to fight in the system.
Now imagine that you get no rewards for capturing a keep, but you are rewarded 20 "points" for each hour you hold a keep, and there are 5 keeps in total...
In scenario 1, 2400 points are generated daily in total.
In scenario 2, 2400 points are generated daily in total.
The only way to get your "side" more points is to hold more keeps. Yes, I guess you could try and be nice and share, but this probably isn't going to happen. If one side has an advantage, they will press it and get more points. Game theory again. If you fight, you can probably get more points than if you try to collude. and if you try to collude, the other side can always backstab you for more points .
Are you team Azeroth, team Tyria, or team Jacob?
Well it could work, but it would also defeat the purpose of open world PvP IMO . There would be no "faction pride" because anytime you went into open-world PvP you would be shoved into a different instance.
Solution worse than the problem IMO.
Are you team Azeroth, team Tyria, or team Jacob?
no sure it seem there are other mecanic in play cause i was viewing another stream and it seems the more ground you control the higher the valor so this little farming might not be as big an issue as i thaught cause if you need to control say 3 point to rack proper valor controlling 3 point is insanelly hard
If people choose to kill trade thats their business. Personally I dont feel like letting some crappy republic scum kill me. I got all my updates after the patch by destroying the republic. In fact there were some pretty intense fights going on in Ilum on my server. The republic came out in force but my mate's healer was up for the task. Beat them at 2:1 odds (their favour which is surprising for Ilum which is usually lacking in republic).
Will they will get annoyed that they didnt get kills and quit? Maybe. But I'm not gearing up the other side for free.
ya that is how it is the more tower you control the higher your valor rate is 100% per tower i believe so if you control 3 you get 300% more valor so on the whole their little farming isnt an issue .sorry didnt know it was like this!
Game theory. Exactly, it is not peoples fault if it works, it is just your fault if you implment a reward system that doesn't understand it.
I agree. It is. Isn't the first time I've seen it suggested either. Ironically considering another poster brought the game up I remember many were requesting this in Warhammer because you had the same merry go round between the factions in that game. Not sure if they ever implemented it.
My point was that with this game even if they were to make that change the numbers are so jacked at this point that while in theory it should resolve the issue since the population isn't remotely close it won't really help those in the severe minority.
As to how they can fix that? Well, ya got me.
Frankly, much as I had problems with the game I think Aion's refusal to allow people to create a character on a server in the faction that had the higher population was the best plan I have seen.
Yeah, I know people bitched and moaned about it but they would bitch and moan about the population imbalances too. Least that is a way to try and make them within range of each other when players for whatever reason are insistent on picking the same faction.
About the only way you can ensure people are prone to picking factions evenly in one of these games in this era is if every faction in your game is evil and a dick. Probably the only time you would see a game have pretty even numbers in the factions.
Sure seems that way. The majority simply want to play the "bad guy". They prove it time and time again in these games.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Players can be SO predictable sometimes..
The "rewards" have become more important than the PVP.
For these "reward farmers", the PVP is actually getting in the way, it's the REWARDS they really want.
Reminds me of Aion
Also, bets on that they do a rollback due to the turret thing in Ilum?
It is called human nature and Economy is called a science.
There is no way to design a system that doesn't allow this kind of auto destructive behaviour by it's players.
Yet you came here to scream your head off about it... research always does wonders before posting.
The people trading don't want open world pvp they want the gear. The people who wan't open world pvp will fight regardless of the odds situation or shiny new gear at the other end of the rabbit hole.
one thing is sure they ll need to put everything to minimum cause there is almost no people on and it lag when it gets packed tonight it will crash the server
it is still very bad cause thoricly what they have done with 15 player can be done with the whole amount of pllayer with a proper emoticon .we ll just have to wait and see ,but hour after it got lunched this happening doesnt look good,this idea will need tweakibng i bet before the day end