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Originally Posted by Stevsen
I remember two years ago when i played GK, the server were full of players daily, but now the playercount barely goes over 30 in weekends, while Zodiac, on the other hand, has over 80 players, even though its practically the same system as GK.
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The systems of Zodiac and Kingdoms are worlds apart. Zodiac's is simple and is only made to support whatever the immediate additions are, while Kingdoms was made to support additions that there never will be.
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My point is that its not the server, its the lack of possibilities.
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Your point is wrong. There are a lot of possibilities, but the engine the server is built upon doesn't allow them to be consistently working.
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There's not many places to go level up, and before the new magic system it was almost impossible for spellcasters to proberly level up. Then there's the crafting system. It gets completely useless when you're over the n00b stage, except for when you have to make a house. Why not, like recipes, let people craft good weapons/armors and such, and maybe let the agility and mental factors decide what you can create? And last, but not least, quests. People get bored doing the same thing over and over, they need variety, and with active staff, new quests could be uploaded monthly, or even weekly.
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Updates aren't going to happen that often, and as a matter of fact, usually never happen at all. You've proven my point. Kingdoms really
should support all of this, but it's not ever going to, because the server itself has always been in self-destruct mode from the very beginning, and some people seem to think that's not important.