Blitze wrote: ↑Wed 23 Dec 2020 10:04 PM
——reasons why is getting harder———
1. Less people in RvR full stop... this means no action outside taskzone/docks
2. No gained respect over time (ie Known long term soloers still get insta zerged by anything bigger)
3. Lots of Archer classes with fundamental abilities that make them great at adding.
4. High assassin population means only visi classes that have a chance to kill them (ie no casters) are acceptable soloers.
5. The task tick causes people to play short n hard adding everything + burning actives to then afk for 25-30min
6. High cost of upkeep (ie Buff-pots/endpot to keep reapplying when dying)
7. You get more RPs hitting doors in the Zerg.
8. More and more high RRs (inc. me as a rr8) that make new people or starting with alts hard.
1. The statement is true, but its not just "a cause" in this case. It has always been like that. Task/dock or any Choke point really, be it a Gate or whatever, were always the places with the most action. Anything that is not near or close or "on-the-way" there was slow in comparison. There were also the "farming spots that are usually somewhat frequented by both sides, but in general that is really nothing new.
The truth in that statement is not by "place" as you described it, as it could be easy to establish a "common place" among the players via 3rd party communication to keep it away from "predators". It is the fact that fewer people in RvR result in also less variety. Less variation. Everything becomes more...focused and trimmed. Seen and confronted Classes, types of players, etc. will become dwindled down to the "same old same old". Like, for example, your Nr.4 also points out, where certain classes/players will simply be the only ones left.
2. That is the Fantasy of every MMORPG player, or any kind of MMO. Its a community thing. Cant force it, cant restrict it. Usually trying to push in any of those directions results funnily enough the opposite effect, but that is beside the point. The thing is, for something like that to happen there has to "happen 1 of 3 things.
A - The general mindset (or a big portion of it, if not the majority) of the Playerbase has to accept "respect" visi-Solo players.
B - "Names/players" and "reputation" are known among the player base for them to be recognized.
C - Certain implementations has to be established were other rulesets/mindests are known and accepted within that group of people.
While "A" would be the most favorable result, as that would make this, or any for that matter, Playstyle a part of the community; It is "B" that these visi-solo Players usually long for, which contrary to "A" is by nature secluded from the community and not being part of it with the "Me and Them" mentality. ("they" recognize "me" ). That already will always be a cause of friction, as there is a "demanding" part to it. (you could also say, egoistic/egocentric).
"C" would be a complete separation that is or would be at odds with the rest of the community; examples "Thid" Community, GvG community.
Then there is also the aspect of the general nature of the Playerbase of a given Server. People dont come to this server without knowing about DaoC or playing it before. So they come tainted by whatever they were part before or remember being part of. By demographic, this server having few younger players, there can not happen any big shift in any direction to everyone's opinion, as "adults" are usually quite steadfast in their beliefs and/or simply ignore/dismiss any notion about stuff they dont know too much about.
Additionally, there is also the aspect of "not knowing/not caring". The bigger the player count of a Server, the bigger the portion of players that are not invested in playstyles/names/whatever. Casuals. Logging in to play a bit and log out. There are not part of forums, barely talk to anyone else beside friends in the game or outside, maybe not even invested in the server/game at all and just hanging around with said friends. This gets "better" if numbers gets lower, as the more invested community would remain, but that has its own problems.
3. I am not sharing your view for this point as much as the others. As Classes are fine in my opinion (Archer and assassins). It's their numbers %-wise that is the problem. I will never blame the class, but i can blame the players.
A Server is never frozen in time, there will be always be changes to influence players, be it internal or external ones. The server may set a course in a certain direction, but in the end, its always up to the players.
4. There are some casters that can do it too. The Most important aspect to it are the players and what they set out to do. If your goal is to deal with the Assassins and try to play a class that can "help" you the most to accomplish said goal, then it is not the same as someone who is not trying to fight specifically against them, but trying to be visi-solo in general and all the aspects you need to check for it to be an enjoyable experience (speed, stealth, CC, Gear, Pet, etc.).
Your statement is true though, the playstyle gets more one-sided or specialized to deal with said problem. If too many BMs/Mercs/Bers would be around, then it would mean a flood of casters. You know, like natural order to balance things. The Problem is when some of these "solvers" were to go instinct, or the amount of players that are involved in these cycles get too few to even create or resolve these cycles. Then it gets stale, just as you were saying.
5. That is a server made player problem. The min/max Result based mindset that doesn't want to fight in a "weakened" state, as the best result can be best achieved in the "most optimal" state. A mindset and belief that sets "being right" = "winning". Title hunters, Herald champions.
Maybe not all of them, but most could play more actively if they choose to do so, but why would they? Server Rules/rewards are known, not playing something to its fullest potential is a waste or bad play (=bad players) in general.
Bad plays are bad, good plays a good. They want good plays and good plays only. Efficiency is key. They might not win without timers, even if they could. Even if the timers are not needed or could be invested in something else. The Problem is: if they win = they are right.
The lower part of these people? They can do it while doing something else. The Server allows/rewards them, and it can be achieved with low investments (be it time, effort, etc.) and leaves them open to do something else in the meantime. Maybe something more important, maybe not.
Does someone have a right to blame them? How many times did you (or anyone) wait for the "tick" before logging out? It's a confrontation of beliefs.
6. I am not sharing your view of this point at all. So you suggest lowering the costs? Or removing the upkeep? Maybe remove the pots/gear aspect in total?
I guess in essence, you are trying to say that it's not "rewarding" enough for all the "effort" to put in(put up with). That is something i agree with, currently.
But don't bring "costs" up at all, that's just silly. Will never lead to any kind of constructive conversation.
7. What does this has to do with anything? If you want to be a result based player, then i suggest you hit doors with the zerg then.
Is it that you want the visi-solo playstyle to be "most" lucrative? Then you might need to find a server that promotes it better than phoenix. As phoenix wants to be a place where all playstyle can coexist with each other.
You want it to be more rewarding so more people be part of it? Then expect more Nr.5 than there is already.
Bias for or against anything won’t get you anything. The opposite will happen in fact, whatever you get out of your "play" will even be diminished by it.
8. That is true. That will always be true, unless a new server starts or an existing one resets. But that only would diminish the "powerlevel" of your opposition, not enhance the experience or your participation as such in itself.
I, and i speak for myself here, would rather have names/players in the higher echelons to ask/guide/compete with than be part of race.
The former i consider an experience about quality that is timeless, and the later an experience about speed that is a one-time affair.
The former i consider stepping up/into being part of something ongoing, and the later a confrontation of "Me vs Rest".
That's just my opinion. Nobody has to share it. Its basically just a romanticization.
Those higher echelons names/players could also be just pricks that you don't even want to compete or even interact with at all. Again, its the players that decide the server.