City 1-2 days ago had 9 instances. It's still less than the times, when most people were pushed to city, as nothing else was open.Maliceblades wrote: ↑Tue May 31, 2022 12:21 pm Revert city changes the change killed end game there are 3 city pops on average currently.
Any ideas to bring back players?
Re: Any ideas to bring back players?
Dying is no option.
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Re: Any ideas to bring back players?
ORvR needs a revamp that makes playing in a group of 6 actually fun again. There is no end game in RoR. You farm your items and make a new character or do the same mundane **** that you were doing before bis.
Re: Any ideas to bring back players?
most good ideas have been said. main thing is making the 16 mount cheaper and increasing lvl 1 - 20 xp. t1 is an awful barren confusing mess of running boxes in elf and dwarf maps, horribly imbalanced scs and nobodies class working properly. it you run into prems in scs it can take you a week to get to 20 - thats group heals, functional gear, 4 morales, 20rp and almost your lvl 5 tree ability
Re: Any ideas to bring back players?
U mean 9 instances last city EU prime ?Maliceblades wrote: ↑Tue May 31, 2022 12:21 pm Revert city changes the change killed end game there are 3 city pops on average currently.
- Toshutkidup
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Re: Any ideas to bring back players?
Even prior city was getting about 7 instances, imo city isn’t a issue at all. This comment comes up every year about game pop. Has it decelerated yes, but you can easily see population every year drop to lows about now. Still hitting 900 -950 during prime time. That’s down 200-300 from highest averages in past ( ignoring lazy peon ).
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Re: Any ideas to bring back players?
separate tier 2 and tier 1 from 3 and 4. rework bolster to make ppl from tier 1 and 2 playing together an t3 and t4 payin with themselves. This reduce the crazy amount of scaling the bolster effect has on level 20 ppl.
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Re: Any ideas to bring back players?
Been done.. all you have is empty zones. It’s why it was merged few years ago.
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Re: Any ideas to bring back players?
I don't understand why everyone is complaining about the new city system. Before the change, the cities I noticed were mostly "late at night" (between 11:30 pm and 1:00 am Altdorf time) or "early in the morning" (5:00 am +) because I also have to work on the side, these are definitely not the times when I play. In fact, in the 1.5 years I've been playing now, I've been able to do 2 cities. Both times it wasn't worth the effort. Since the change I could have registered for the city 4-5 times, but sorry, if I want to be farmed by SoV premades, I queue for SC, it's faster to finish. And since at least one lake is always open, that's the better alternative.
I think the main reason why solos are coming less/not more to the city is because you have 3 ******* days to build a group...
And as already written above, there are usually "enough" instances.
In terms of motivation and progression, you either "love" the game or you don't. I usually play Monday and Tuesday from 8pm to 11pm Altdorf time in a small guild with only reallive friends, so the majority of them regularly don't manage to finish the weekly. On Monday we managed to take the 15 BO's, get 30 kills and got 1 keepdef. And that gentlemen is the problem. We had fun and "good" rps but the crests that came around aren't worth mentioning and so is the prospect of the "next" set. However, the change to a single currency gave some new motivation, because it might be possible to carry Warlord or SoV at some point.
In the end, however, you need a dominant side, otherwise little or nothing moves (see Monday). Which again leads to the same "problem", for the "losing" side almost nothing comes around again. I'm not saying everyone should get the same "reward", but I think some fine tuning is needed here. I mean, almost nobody tries to take a keep at EU prime time (?8:30 pm to 10:30 pm?), if only to avoid giving the "other side" a deff bag.
As far as balancing is concerned, after each side claims the other is the stronger one, it must be almost perfect
. Slayer cries about Choppa, Choppa about Slayer and everyone cries about the stealthers, so it doesn't look so bad
.
But what can you do now to bring players back, I think the best answers are actually the wrong ones at first: New content or "simplify" the existing one.
But all of these are probably more of a problem for casual gamers and as someone once wrote: "Casuals ruin MMO's, don't let them convince you otherwise".
Sorry for the wall of text that doesn't add much other than maybe a few thoughts
, I'll be out then.
I think the main reason why solos are coming less/not more to the city is because you have 3 ******* days to build a group...
And as already written above, there are usually "enough" instances.
In terms of motivation and progression, you either "love" the game or you don't. I usually play Monday and Tuesday from 8pm to 11pm Altdorf time in a small guild with only reallive friends, so the majority of them regularly don't manage to finish the weekly. On Monday we managed to take the 15 BO's, get 30 kills and got 1 keepdef. And that gentlemen is the problem. We had fun and "good" rps but the crests that came around aren't worth mentioning and so is the prospect of the "next" set. However, the change to a single currency gave some new motivation, because it might be possible to carry Warlord or SoV at some point.
In the end, however, you need a dominant side, otherwise little or nothing moves (see Monday). Which again leads to the same "problem", for the "losing" side almost nothing comes around again. I'm not saying everyone should get the same "reward", but I think some fine tuning is needed here. I mean, almost nobody tries to take a keep at EU prime time (?8:30 pm to 10:30 pm?), if only to avoid giving the "other side" a deff bag.
As far as balancing is concerned, after each side claims the other is the stronger one, it must be almost perfect


But what can you do now to bring players back, I think the best answers are actually the wrong ones at first: New content or "simplify" the existing one.
But all of these are probably more of a problem for casual gamers and as someone once wrote: "Casuals ruin MMO's, don't let them convince you otherwise".
Sorry for the wall of text that doesn't add much other than maybe a few thoughts

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- BluIzLucky
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Re: Any ideas to bring back players?
I think the main complaint is for people outside EU prime, city has gone from going on randomly at any time (generally around the times you mentioned) to never being available.Butzinjo wrote: ↑Wed Jun 01, 2022 10:00 am I don't understand why everyone is complaining about the new city system. Before the change, the cities I noticed were mostly "late at night" (between 11:30 pm and 1:00 am Altdorf time) or "early in the morning" (5:00 am +) because I also have to work on the side, these are definitely not the times when I play. In fact, in the 1.5 years I've been playing now, I've been able to do 2 cities. Both times it wasn't worth the effort. Since the change I could have registered for the city 4-5 times, but sorry, if I want to be farmed by SoV premades, I queue for SC, it's faster to finish. And since at least one lake is always open, that's the better alternative.
I think the main reason why solos are coming less/not more to the city is because you have 3 ******* days to build a group...
And as already written above, there are usually "enough" instances.
...
For me it's gone from a couple times a week to a couple times a month, but I think the new ORvR reward system makes up for it.
I think City's main problem is there's no comeback mechanic, if you are defender you have small advantage and can still win if outmatched, but outside that even a relatively small power+skill difference will snowball into a 10:1 up to 100:1 kill ratio, and this is general known after or even before first fight, it makes for a boring drawn out hour long excerise and this happens for pug v pug, pug v premade and premade v premade.
Some of that could be fixed by dynamically buffing losing side, other could be to split out BO focal points so a weaker team can still win by outmaneuvering.
Or simply making Orc/Dwarf cities siege with IC/AD siege issues in mind, so atleast half the time city is different.
Not sure better cities would bring back (m)any though.
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Re: Any ideas to bring back players?
BluIzLucky wrote: ↑Wed Jun 01, 2022 10:59 amI think the main complaint is for people outside EU prime, city has gone from going on randomly at any time (generally around the times you mentioned) to never being available.Butzinjo wrote: ↑Wed Jun 01, 2022 10:00 am I don't understand why everyone is complaining about the new city system. Before the change, the cities I noticed were mostly "late at night" (between 11:30 pm and 1:00 am Altdorf time) or "early in the morning" (5:00 am +) because I also have to work on the side, these are definitely not the times when I play. In fact, in the 1.5 years I've been playing now, I've been able to do 2 cities. Both times it wasn't worth the effort. Since the change I could have registered for the city 4-5 times, but sorry, if I want to be farmed by SoV premades, I queue for SC, it's faster to finish. And since at least one lake is always open, that's the better alternative.
I think the main reason why solos are coming less/not more to the city is because you have 3 ******* days to build a group...
And as already written above, there are usually "enough" instances.
...
For me it's gone from a couple times a week to a couple times a month, but I think the new ORvR reward system makes up for it.
I think City's main problem is there's no comeback mechanic, if you are defender you have small advantage and can still win if outmatched, but outside that even a relatively small power+skill difference will snowball into a 10:1 up to 100:1 kill ratio, and this is general known after or even before first fight, it makes for a boring drawn out hour long excerise and this happens for pug v pug, pug v premade and premade v premade.
Some of that could be fixed by dynamically buffing losing side, other could be to split out BO focal points so a weaker team can still win by outmaneuvering.
Or simply making Orc/Dwarf cities siege with IC/AD siege issues in mind, so atleast half the time city is different.
Not sure better cities would bring back (m)any though.
Ok, so for you it's more the other way around.
Unfortunately, I don't know what the times are outside of EU Prime, I only know the times that are in the patch notes, but I can't say what time they actually fall according to the time zone

Maybe it would be a possibility to make a city after every second fort taken. So progress like now with "sheduled" city during prime time and also after a realm has taken two forts. So a mix of both systems.
As far as I have paid attention to, each Citysiege currently has five stars and therefore some people may not have the motivation to push the campaign forward (fort-def, etc.). With the described mix that would probably change too. But it could also be a stupid idea ^^.
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