Quote:
Originally Posted by Lime_O_Matic
My ideas to try and increase raiding
1) Small Custom Gangs, no fee to add or delete a gang, members 5-10 people. Count Gang points as a team forever, weekly, and daily. Give people leaderboards, they want to see how they rank. No point deduction for kicking people, you'll constantly be adding/removing people in this system.
2.Decrease the amount of health you spawn with after death.
3. Increase the amount you heal in a bed (At base) if your gang holds the base. Times 3 or 4 the amount.
4. Everyone always raids at one base. No reason to have more than 1
5. The /weaponkills command needs to become a leaderboard like Zone used to have. Players competing to be #1, top 10, or top 20 with certain guns will make everyone be raiding more.
In my theory, that can all work. Of course the economic class system Era has HIGHLY discourages new players, there is nothing we can do without a reset. And the current players are content with their wealth and not having new players. So there you go.
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1. Ya. Having smaller teams always added more to pking as in regards to strategy... leaders had to actually pick and choose the right members and you never login to see a guild have 14 people just sitting in the base killing the 1 who comes inside; if you have to fight/compete against your teammates for kills then there's an issue.
2. I like and dislike this. I like it because people shouldn't just be right back in the action (my favorite event is Sales CTF where dying is actually penalized with a respawn timer). It also promotes using food items and controlling specific healing zones (beds or medkits).
However this promotes further the use of raid events like BHPK** which is the wrong direction for sure.
3. 3-4x might be steep; I would see this being considered OP... players would just never leave this area and get huge kill-streaks. However I like the idea Tim proposed somewhere that when your gang clears all other gang members from the base, you would be passively healed in some way (this could be a 1-shot instaheal, or it could be a steady +5 ... +5 ... +5).
4. Players enjoy different things. One player might like sitting in a door with a shotgun, and another player might like using flak over walls. We need different types of bases to raid just like FPS have different maps.
5. I got Alf started on this a long time ago; but it wasn't worked on for more than a day before he disappeared like usual. Though all I see here is people crying about stats being displayed; so do you really want this?
6? Players can earn a million bucks to buy any item on the server in a matter of a dozen hours or so. The economy is actually so bad that it has become a non-issue from a player standpoint. Since there is an infinite inlet of money and very few outlets (as I've been saying for
years) money is virtually worthless, the only real wealth can be found in restricted/exclusive items.
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**Since I'm already typing a novel here I want to elaborate on this anomaly known as BHPK:
As a little test; about a month ago I hosted a BHPK and measured the participation using the nifty new radar that shows how-many players are in the base. There was about 28~ unique players at any given time with the player-count peaking around 75. The lowest #of participants (while the warp was active) was around 22, and it peaked above 30 a couple times.
To compare; I temporarily removed any variables separating a raid from BHPK and announced it. Players would re-spawn with full health, and you would be able to warp randomly back into the base. The only remaining difference between this announced raid and the event BHPK was that players earned
double the points during the announced raid.
I let it go for about an hour, and at best hit 23 players on my radar whilst the player-count was above 80 for the entire duration. The average count was under 20 however.
So, in my expert opinion... it seems our player-base is just retarded.