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jorollychu 4 manager |
:)
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ya accepted
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merci nevnat
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yes. stop being racist
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I have none.
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i expect to log on when i see a GC hosting, and logging off when a GC stops hosting
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Ares described what 50 percent of the playercount does, except it's only for CTF. (Not saying that there isnt a reason)
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That a server based solely on events is doomed to fail because the entire playercount logs on for only an hour or two at a time?
The key to a good server is balance between quests, events, sparring/pking, and extra activities (cards, jobs, holiday events, etc.) Whether or not Classic can achieve that (and in a timely fashion,) is the big question. |
just have an open world like the original and expand from that during the time it's online.
It wasn't THIS hard to expand and develop classic prior 2004-2005. Current classic staff aim too high and then just loose interest because it takes too much time. Just aim low and add a little at a time. You don't have to make the project a mastodont when it pre npc-server was always a work in progress were things were added whenever. Old classic was fun to explore post 2004 classic was just boring to explore. Gah!! |
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Going along with what Umat had said; I believe that we should aim to a level where we should be able to keep at least more than a couple dozen players. After we have a player count we can start to expand. We need to set a standard, and stay on that standard. If we aim for a high number of players and get a low number, we've messed up. The same is true to the opposite of that. If we aim low and get a high, we've messed up. When we successfully make the standard, we add on and our standard changes.
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