washette wrote:Hi
We thought giving zero xp/rp/inf in locked zones, and as locked zones will never unlock until another pair is locked ->
mindless fight should end as soon as players understand staying in empire is useless ^^
For new players I'll add a huge message middle of screen when entering locked lake, we'll see if it's enough
The nature of T1 is best summarized with the two words marked above. Emp t1 is the most easily accesible zone, its layout does allow for permanent confrontation and therefore most 'action' afterall.
I realized prompting a spontanous port to the other zones might be rather taxing on the server end of things, if not hella confusing for new players.
But have you thought about maybe having some makeshift portal or something alike pop up in the lakes?
It might trick even the greatest sadly-not-to-be-chicken-gladiators and send them straight into the other zones by virtue of curiousity.
E: The reason I'm bugging you about this:
New players that log in after Emp t1 flipped will wander off into empty lakes and, if we are talking about completly new players, won't even know how to get to the other zones to begin with.
I had quite some trouble in past with just that, guiding new players to lairs and such is a quite awkward experience - especially if they haven't played a MMO before.
As in regards to the motivation in T1, I think a good chunk of players in T1 are twinks or soon to be twinks with little interest in actual progression, or are otherwise decked out with mains or high level chars. They might stay regardless of disabled xp/rr gain, and if thats the case they might trick completely new players into staying aswell.
So its might come down, in regards to first impressions, to either empty zones or zerged zones with disabled progression.
Considering how littered the chat, especially /ad tends to be... the disclaimer might have to be in form of a popup rather than a screen prompt, tbh.
TLDR: Please, don't neglect accessibility and first impressions.