First I’m going to start by stating that the post will be long and everything I’m about to say is purely my opinion. If you disagree just remember to put your pitch fork and torch down before replying, seriously put the pitch fork down I’m not against you as an individual or trying to doom the game.
Secondly, everything I will be discussing is what I perceive to be in the best interests of WvW and as a consequence your server health and competitive guilds as well assume it’s in the context of RvR gaming.
Lastly, I am going to say this “it is human nature to try and become more efficient at everything we do in life, those who perfect it have perfected laziness.”
Contents
1. RvR Life Cycle
2. Game & Server Problems
3. Community Solutions
RvR Life Cycle
Month One: Get max level and RvR, several servers try to create a utopia where everybody is equal that eventually fail, several servers create a mega-alliance that also fails.
Month Two: Hardcore Guilds/Alliances dominated due to gear/level and rush to perfection, they start to burn out.
Month Three: Hardcore Guilds/Alliances move on, few HC leaders stick around with a reduced playerbase. Casual Guilds/Alliances start to take over due to playerbase, casual leaders start to burn out, several quit posts appear.
Month Four: General playerbase start to accept the limitations of a game, many move on and guilds start to merge or fade away. Talk about server merging becomes a real discussion, forums become more cynical.
Month Five: Usually a major patch, update or projected content appears…many people make their decision to move on or not based on it. RvR becomes more volatile, major battles become rare, people adopt a “let’s fight when the enemy is pop is low” attitude. People look for “reasons” to play a different game.
Month Six: The major update or patch most likely is deployed and brings back a PvP population boom…it doesn’t last long term and forum tears increase temporarily. Server communities start to finalize, major drama ensues when community leaders realize that nobody “needs” them…hopefully they realize it’s about wants not needs.
Month Seven: Talk about other games, in-game convenience issues, class balance and expansions frequent the forums. Game population hits its long-term plateau, at this point if populations dip it’s solely based on the communities and not game mechanics.
This is my assumed life cycle of every RvR game based on every RvR game I’ve ever played; because of the frequency of pattern I have accepted it as reality.
Game & Server Problems
We all have our idea of what matters most, I’m going to list the ones I think matter most to the long term population not the “on the fence” crowd. List is prioritized.
1. 24/7 Point Ticks – It’s not server transfers, it’s the fact that as long as we have 24/7 scoring system we will have one dominate 24/7 playerbase server. This demoralizes other servers even if it shouldn’t, more on that later.
2. Costs & Time Costs – Why spend gold and hours to upgrade something you lose 40 minutes after you go to sleep? Demoralized servers now adopt demoralizing habits.
3. Game UI – RvR game with no warband feature. Commander icons that embarrass intelligent strategy and encourages embarrassing behaviour. Lack of Alliance features.
“Exploits vs. Features” debate, class balance debate, AoE limitations debate, Culling issues…not even the orbs really mattered and so listing or discussing them I feel is irrelevant for this topic in my opinion. Why don’t those other issues matter? RvR guilds don’t quit when things equally affect the enemy, I believe how the scoring system affects morale, how the population affects behaviour and the game UI affects organization is what imbalances competition and thus are the key problems.
Cnt~
(edited by Dekar.2759)