Re: Conflicts, intrigues, warring - Incentives
Posted: 07 Oct 2013 13:08
Problem stems back to changing titles from champion to the various levels we have here. This has been said over and over, but it's true. The 'myth grind' is overwhelming for powerplayers, and while the desire to grow always existed, it was less important before. The aura of mystique was there before. Yes, he/she is a champion but how big? People roleplayed more, went on more killing sprees - who cares if you died you were still champion! In a game that revolves around stats at its core, are you surprised that people want to increase them as much as possible?Kas wrote:Greetings.
Currently, it seems to me that the bulk of the population has but one primary goal in the game - To grow bigger(and prefereable on scripts).
Remove the loss of combat xp for death. Maybe a type of penalty such a resurrection sickness from WoW (the next few hours of RL time you do crappy damage, have reduced stats and are tired all the time.) Sure, idle it away if you like. But I firmly believe that if you die and all you risk losing is your gear/coins/gems, people will be more apt to jump into the fray. Recovery xp is awesome and I love it and it's the best change I've seen in a long time (I tend to die)...Kas wrote:If people have grown to propotions unfit for dieing(fear of death despite the recovery), crippling warring and conflicts with others (or spark some) as some may suggest, what could work as a greater incentive to drag players out of their comfortzone and spark arrays of interesting/worthwhile encounters?
Global announcements on PK's (similar to those when a new wiz is made), rankings, make it matter for guilds that have direct opponents - DA/Knights, Ranger/AA/MM, etc. The "war ratio" this Arma for DA/Knights was 5 DA kills to 2 Knight kills, DA gets a benefit this Arma to XYZ.Kas wrote:What would You risk your beloved combatxp on for achievements related to warring/conflicts/intrigues and politics?