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Population gap
Posted: 02 May 2011 12:32
by Chanele
Today almost all old farts are myths and legends. The gap between true newbies and us are huge and if we were to start a player campaign I think this problem would be even more visuable.
I suggest that new players get some kind of multiplier to combat experience gained, up to champion level or something in an attempt to lower this gap. Is it really ok to let newcomers gain size faster then we have? I think so, I would NOT mind it at all. Better with new fresh players who enjoys and stay in the game then loosing them when they realize they will never reach the top nor even come close.
Just look at the rankings, you have to be a BIG myth today to make it and people get bigger everyday that passes and a player campaign is nowhere to be seen.
Flame on!
Re: Population gap
Posted: 02 May 2011 12:38
by Cherek
I like it.
Both this and that "rescale the world so players seem smaller" idea. Maybe they can be combined.
Re: Population gap
Posted: 02 May 2011 12:45
by Padraig
What about making it easier for seconds to grow? I'm definitely fine with that...but this may be an unintended by-product?
I like what you are saying, just wanted to point that out.
Re: Population gap
Posted: 02 May 2011 12:51
by Chanele
New players and seconds would have equal benefit from this. I dont really care if it will cause a boom of new seconds out there, its still a player who add something to our community by playing.
Re: Population gap
Posted: 02 May 2011 13:34
by Amberlee
Yea i was actually thinking about this when i logged on to check my mailbox the other day.
Everyone i had on who list were myths..
And i remember thinking then.. "woah... something needs to change soon.."
Problem is.. I kinda enjoy the size my char has grown to.. and i have no doubt other people enjoy their sizes too..
Re: Population gap
Posted: 02 May 2011 13:37
by Booger
Me, I enjoy the struggle, and wouldn't mind if things were made a whole lot harder. Being powerful isn't all it's cracked up to be - what's there to do once you can kill just about anything?
The harder the climb, the more rewarding it is to get to the end. And imho the climbing is the fun part. Even if there is no end, like here, I'm not aching to get to where the only thing to do is grind.
But I'm usually the only one thinking so. Most people (both old and new) would probably be most happy to have an xp-multiplier introduced.
Re: Population gap
Posted: 02 May 2011 13:38
by Calador
I've been back for a short time now, after many years of absence. I'm at wanderer level
now and so far it's been pretty smooth sailing to get there. Of course it helps to know
a lot of the quests, but I don't feel like it's a pain to level up.
My last creation in WoW before I finally quit (for the 3rd time) was a mage. I wanted to
see how fast I could get to 85, without help. Player age 3 days, lvl 85 with avg iLvl high
enough to enter all dungeons. That's how easy it is in WoW (yeah, I had my heirlooms).
So I was standing there with a lvl 85 mage but I didn't feel particularly happy about it.
Then let's go back around 15 years. A young dunedain named Calador was running around
the realms, trying to get stronger. When he became Champion I went, YIHAA! I was
finally there. It had taken me some time, but it was all worth it. I had earned my level.
An XP bonus will not make new players into Myths. I don't know any numbers anymore
since the levels have changed since I played but I know that you need a LOT of XP to
get there.
The answer is not to give more XP at lower levels. It's more information on how to gain
XP, like some pointers on what monsters you can kill at your current level and such.
The quest orbs are a nice addition to this as well.
Re: Population gap
Posted: 02 May 2011 14:37
by Kitriana
Quite honestly.. when I started playing Genesis in 1995... everyone I met back then was a champ. And I kept thinking... wowm I feel so small and I'm never going to get there. But I eventually hit champ back then (small one). And while I realize champ then is not champ today... eventually... I think the gap is not unattainable. And once you start getting an influx in new players... it will fill in the different levels. Some people will figure things out quicker than others and move to mid levels.. other people will take longer. I agree ... we just need a way for people to be led in the right direction. Quest orbs are a good first step. In the meantime, we could all just continue to help newbies via the ntell line with pointers on where to go next. Where the questmasters are.. etc..
Re: Population gap
Posted: 03 May 2011 03:23
by Amberlee
Well a problem with an influx of players is.. Genesis mob grinding isnt designed for more then 2 groups of 4 people running around..
Maybe 3 if people kill very slowly..
Re: Population gap
Posted: 03 May 2011 07:13
by Makfly
amberlee wrote:Well a problem with an influx of players is.. Genesis mob grinding isnt designed for more then 2 groups of 4 people running around..
Maybe 3 if people kill very slowly..
Or maybe...Maybe, if everyone and their mother wasn't a Legend/Myth, there would be more of a need to team up?

)
Seriously though, not that it is a surprise, but I wholeheartedly support the Admin of the game sitting down and thinking which way they want the game to go...
Unlimited growth of players, with statitic sizes of NPCs and a population gab that keeps ever expanding is NOT sustainable, if you ask me.
It's going to hurt one way or another, but the sooner the appropriate action is taken, the less painful it'll be. Doing nothing seems like the worst option.