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Why do not copy successful solution from another MMO's?


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HI,

This game suffering leaking players, decreasing population. that's the truth that cannot be denied. It seems to be that game need major changes if we want to change this situation. Clearly, the way developers grow the game it is not what most players want. I'm not talking about 30-40 hardcore players, I'm talking 3000-4000 players that drop this game.  
PVP players complaining about lack of targets. In comparison to the sea: sharks eat almost all fishes. Instead of letting fishes population grow again their demand's to reduce safe zones in order to eat last fishes ...
The game stuck in a dead corner. Why do not reconsider game's mechanic? Let see another hardcore PvP game like EVE and maybe learn something from that game.

EVE has a population over 100k players. This is possible due to fact that even this hardcore PVP game consists of safe zones where PVP is not allowed (besides piracy but not discuss it in details now).
What if the Naval Action map  would consist of EVE map:
- 25% of high safe zones: an area where PvP isn't allowed. Port cannot be captured and belongs to defined nations. Ports are open for every nation's allow trading, etc. building mines and farms shall be possible only on own nation port, however, goods shall be common and not very profitable.
-25% of low safe zones: area with predefined nation port that cannot be captured. Every port had a little safe zone (like a fort range) where ships can get reinforcement. PVP is possible outside ports and at open sea. Ports are open for every nation's allow trading, etc. building mines and farms shall be possible only on own nation port, however, goods shall be uncommon and more profitable than at the high safe zones.
- 50% of unprotected full PVP zone: ports can be conquered like it is now. PVP is unlimited. Trading allowed as it is now (ports can be open and close like now). Building mines and farms shall be possible only on own nation port, however, goods shall be rare and most profitable compared to  low and high safe zones.

This allows players to play they own way: PVP, trading, crafting, etc.  This will attract players not interested in pure PVP to find their own way to play the game.
I am sure that game population would grow again. I'm not afraid that players will stay at hight safe zone. Attracting players to collect very rare and valuable goods in PVP zone port will push them to risk their ships without necessary pushed by developers. The same time clans and nations will be more interesting to fight for ports with rare goods and good trade routes.

This is only example of changes that may attract peoples back to the game and increase game population.

Big population will give sharks more preys....

Edited by Testosteron
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Hell some can say POTBS was a good example of PvP/PvE mechanics. You can only PvP in the red zones.  Little circles every one can tag each other (well not your own nation) and big circle only pirates and privateers can tag.   The only way to get a red zone is to put agro on a port, when it hit a certain level it got the big circle.  The circle stayed until the port battle happens or the agro is removed.  The rest of the map was all PvE safe zones. The PvPers would go flip certain ports to make there PvP and folks knew where to go, every one else just did there own thing.  

O63V1ey.png

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36 minutes ago, Sir Texas Sir said:

Hell some can say POTBS was a good example of PvP/PvE mechanics. You can only PvP in the red zones.  Little circles every one can tag each other (well not your own nation) and big circle only pirates and privateers can tag.   The only way to get a red zone is to put agro on a port, when it hit a certain level it got the big circle.  The circle stayed until the port battle happens or the agro is removed.  The rest of the map was all PvE safe zones. The PvPers would go flip certain ports to make there PvP and folks knew where to go, every one else just did there own thing.  

O63V1ey.png

Never played this game, I just read in the wiki how it worked there. PvP hotspots to create portbattles sounds amazing. I also like how they reward the most active players in that PvP zone with a better chance to join the PB.

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59 minutes ago, Jon Snow lets go said:

Never played this game, I just read in the wiki how it worked there. PvP hotspots to create portbattles sounds amazing. I also like how they reward the most active players in that PvP zone with a better chance to join the PB.

The only problem it was lobby PB's so it was a pool of who had the most points collected and you can collect points over time not just the day the port was flipped.  You also could raise the points by doing trade goods too.  Hostility took a whole day or two to gain not short time. 

While I like the concept but it was a different game too and while it had goods it had bads too, but it's something we can look at why our system might not work as well as folks think.  Or why they need to understand Reinforcement Zones aren't as bad as they sound and capitals should not be PvP camp zones.

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+1 to high-low security waters, there are many different ROE's that could be tested and tried within each level of the zone. Green being completely safe from tag which would be a circle around the capital where noobs can learn the game at their own pace without getting nautically raped by veterans. Yellow being some mix of reinforcements/join timer balance and orange/red would be a slightly lessened version of that but still slight protections, everything else is pvp waters.

BUT the only way you can do this without pissing everyone off at once is to have features ready for OW to facilitate and promote PVP and replace the act of going to a capital to find pvp to something like going to a PVP hotzone (can be anywhere that's not a protected zone) and getting pvp there. Like how you can always count on people showing up to patrol missions? Same sentiment, you have to expand on that ability to facilitate pvp around the map and not just 4 static points.

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8 hours ago, Testosteron said:


What if the Naval Action map  would consist of EVE map:
- 25% of high safe zones: an area where PvP isn't allowed. Port cannot be captured and belongs to defined nations. Ports are open for every nation's allow trading, etc. building mines and farms shall be possible only on own nation port, however, goods shall be common and not very profitable.
-25% of low safe zones: area with predefined nation port that cannot be captured. Every port had a little safe zone (like a fort range) where ships can get reinforcement. PVP is possible outside ports and at open sea. Ports are open for every nation's allow trading, etc. building mines and farms shall be possible only on own nation port, however, goods shall be uncommon and more profitable than at the high safe zones.
- 50% of unprotected full PVP zone: ports can be conquered like it is now. PVP is unlimited. Trading allowed as it is now (ports can be open and close like now). Building mines and farms shall be possible only on own nation port, however, goods shall be rare and most profitable compared to  low and high safe zones.

 

no tags in the post. Please all - when giving feedback put tags into the post. 

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6 hours ago, Wraith said:

Many of us vets have been asking the same thing for years now. 

 

And we listened for years.
But
Because we have a tiered protection already.

  • Caribbean - Low safe zones and capital waters and full pvp zones.
  • PVE Only - safe zone (pvp is not allowed)

Can this issue be put to rest from now on?  We have no plans to change global ROE. We like it. 

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8 hours ago, Testosteron said:

 

This is only example of changes that may attract peoples back to the game and increase game population.

 

It wont attract players. I would like to remind you that highest player count (and happiest) was when you could attack ANYONE ANYWHERE even your nation members. And there were NO, absolutely NO safezones. 

 

 

But because this post is in the suggestions it must be searchable if we want to find your feedback in the future. Thats why it needs tags. 

Its locked until tags appear.

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