StormX2 wrote:ugh I would hate being locked to a certain side for long periods of time.
I swap sides depending on which of my fri8ends are online, many of my old Destro Fam from iron Rock dont play very often and are varying levels currently. So I swap between the two depending on who is around for me to join.
If you implemented a lock out of someform then I would be force to use my secondary account for those situations, which id rather not.
Currently my Second account i run only in a test environment and pretty much strictly for testing/breaking the game. Same way I handle alpha and beta testing on other games.
Now you mention a way to keep people from being able to make 2 accounts? GL with that one, cus just like my test environment, and many other players like me, you will never be able to tell that the 2 accounts are even remotely related ;p
I should note that these posts of mine represent only my
own opinion, not those of the entire staff.
The same mechanism that allows you to play with friends at will is the same mechanism that lets other players switch to the winning team, or switch to the losing team to stop the winning team from accomplishing a hard-earned goal. The same mechanism that let's you always find AAO and a good fight, is the same mechanism that prevents realm pride from ever coming back.
Like gun ownership in the states, we need to balance the desire between community freedom, and the damage it causes. In this case, it devastates our ability to design a compelling and complex RvR system that rewards long-term effort and fosters a sense of community and rivalry. At the end of the day, we have to decide between building a game that is
good, and building a game that is
familiar. And as far as familiar is concerned, I already quit WAR once.
If trying to make the best game we can requires a sacrifice that drives some players away, I will be sad to see them go. I understand their position, but without the ability to protect the time and effort one realm puts in, all we can do is design the best Instant-Gratification Scenario/Zergfest 2016. I think that kind of game is fundamentally poisoned. For us to succeed long-term, we can't just subsist on WAR vets looking for a nostalgia fix, we have to attract new players as much as we have to switch things up for the old players.