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Re: Evil guilds, more or less folded?
Posted: 14 Feb 2012 17:15
by Ashur
Cherek wrote:Kas wrote:Example: Battlehardened, rank 1-10. 1% accumulative damage mitigation vs melee damage, totalling at 10% at max questxp.
Rejuvenation, 1-10, 1% more manarecovery.
Awareness focus(skill), 1-10, 1 skillpoint more in awareness.
Weapon mastery, deal 1% more damage with a weapon of choice per rank.
You get the general idea.
I really like this idea. Have you considered writing it down it full detail and send to Gorboth?
I completely agree. I would say this is a pretty reasonable replacement for the current forced-quest system.
Makfly wrote:Listening to the current community will not bring about the needed changes to revitalize the game - So many have vested interests in the status quo, and are too deeply dug down in the trenches.
Agreed.
Re: Evil guilds, more or less folded?
Posted: 14 Feb 2012 17:47
by Kas
Yeah, hang on.
Re: Evil guilds, more or less folded?
Posted: 15 Feb 2012 05:27
by Althyrian
Uther wrote:Althyrian wrote:
Here is a recipe for an awesome game: Take Genesis and do the following -
1) Cap size at Titan
2) Get rid of brute
3) Make quests really important for something other then growth (some form of end game content maybe)
4) Slash the amount of EXP for killing things by 75% (perhaps more)
Althyrian/Greywolf
EPIC FAIL!!!!!!
That will never happen. I am not sure what ya aiming at here. To get players to stay and to get more. You need to please all type of categories of players.
Grinders
Powerplayers
Achievers
Roleplayers
Casuals..
etc etc
By doing this you will KILL Genesis in a week. Look who is still playing genesis.
You think the others will come back when the grinders and powerplayers are gone?, that are the player core that still genesis has, with a few so to say RPers that grinds more then ever, if we implemented your suggestions. I can give you a hint... NO!!!!!
The game does not exist because the grinders stayed when everyone else left. The grinders are what remain because the game dynamics caters to that type of player. If you want new players to come and stay you need to create a game that caters to them. That doesn't exist right now and new players realize that very quickly.
Re: Evil guilds, more or less folded?
Posted: 15 Feb 2012 10:06
by Arcon
The game has ONLY catered to grinders/powerplay and that is why they stayed. Lets try to stop catering for them and try to get some of the other types into the game, maybe I would start playing again.
From the moment the "new" mortal/stat levels came genesis went from a roleplaying game to a grinding game. I would like to see a cap on size or at least that the soft cap starts earlier.
Re: Evil guilds, more or less folded?
Posted: 15 Feb 2012 18:16
by OgreToyBoy
Thing is the game is really boring if you are large. Grind and grind for what?
To gank someone half your size? To scare away other players who do not approve of the destructive behaviour of
those bully-myths?
To cap size is not a bad idea at all, since I don't play at all I'm all for a wipe. Would probably start over even though
I'd never aim for high stats. If you know epic/imm average is the max you will have time for more......
ROLEPLAY!!!
This thread is about Evil guilds, right?
Posted: 16 Feb 2012 00:47
by Strider
These suggested changes to Brute and Questing actually seem to be somewhat counter-productive to me.
For starters, Brute is primarily a big character problem and short of exposure to the agonizing on these forums, I simply can not envision a new player looking at their Brute-adjusted growth curve and despairing. A new player can cherry-pick the best or least odious for those of you who hate, Quests for early Brute management, and the interactions that this drives helps build community or at least shared history that makes multi-user part interesting.
Further, while Genesis very much needs to address the lack of adequate leverage for players to deal with the huge imbalances in character-power, I would argue that the problem with Genesis does not seem to even remotely be that big characters can't get huge or have not been gifted with new powers for past actions and it's not like there are no rewards other than experience for Questing now.
Admittedly, I generally like Quests and think that the flaws in Questing on Genesis can be fixed. Still, if we need to change things for the absolutists, there are less radical possibilities, like re-introducing General Experience, leaving it filtered by Brute, but able to lower Brute up to the cap at some lesser ratio to Quest Experience because it's not like there is some huge difference between watching your client kill and watching it herb.
Lastly, absent Questing, Genesis is mostly reduced to grinding. With modern clients, that means largely absentee players, waiting for the beep that tells them that someone said something. A beep that at that point may never come.
Re: Evil guilds, more or less folded?
Posted: 16 Feb 2012 05:22
by Cherek
Instead of me hijacking this already very hijacked thread more, I decided to start a new topic regarding what this game needs more than anything we have discussed so far - Players.
http://www.genesismud.org/forums/viewto ... 843#p14843
Re: Evil guilds, more or less folded?
Posted: 19 Feb 2012 02:17
by Gub
All I see are Morgul Mages and Blue Dragon Army soldiers. The population has grown so small everyone just switches based on where everyone else is. "Can't beat em join em!"
Kind of an interesting trend.
Re: Evil guilds, more or less folded?
Posted: 11 Mar 2012 21:59
by Laurel
Kas wrote:Greetings.
I barely see any (if at all) activity from dragonarmies and Army of Angmar (particulary occ aa's), so my question is, why are
their level of activity more or less dead?
is that still the case for DA? ;p
Re: Evil guilds, more or less folded?
Posted: 12 Mar 2012 01:23
by Cherek
BDA and glads seem to have a lot of members again all of a sudden. Even some active knights are seen daily... now we're just waiting for the big calian population boom.
Its kinda weird, our population as a whole seemed to be at an all time low just a couple of weeks ago, and suddenly it changed and we peak at 40 players in the game again. Its great of course, but it would be interesting to know why we have these peaks, and low points... If we knew why, we could keep focusing on whatever it is that makes people play all of a sudden?
Or is it as simple as Skyrim got boring about this time for most of the people who we lost when it came out?:)