Population (September 2020)
Hello,
So i was looking at population numbers and i noticed that we are almost back to September 2019 levels when everyone was waiting for the free to play model to go live.
Broadsword needs our help to increase population but how?
So i was looking at population numbers and i noticed that we are almost back to September 2019 levels when everyone was waiting for the free to play model to go live.
Broadsword needs our help to increase population but how?
- How to increase population?23 votes
- More streams?  4.35%
- More events?  8.70%
- Reduce restrictions?17.39%
- Better communication with customer base?  8.70%
- We need all the above?60.87%
Post edited by Sepphiroth75 on
Comments
zerging with nothing to fight cutting ports to add more time to enemy's returning to action.
Than add in the fact that most people in this day and age are more interested/used to fast pace single/small group combat games.
it means as someone said unless drastic changes to allow all play styles and speed up fights are made there is no revival coming.
Thegenerallee-shadowblade
Misleadinglooks-warrior
Grumblejr-hero
Danceswithdebuffs-champion
Faatkid-druid
I honestly don't think you'll ever see the numbers coming back to DAoC that we all hoped for when EC was launched. Broadsword had the power to change it around but made it flop with awful restirctions at the beginning and didn't change it till it was to late and now paying the full price with a low populated server. The new server is probably miles away and if they ever get this on steam, I can't see a huge impact there unless they do some sort of a event that encourages people to come back.
Also i wish they would make a new frontier but no way BS could manage that with their small staff.
I have ideas for solo action as well. There is so much potential, but there is very little support for new ideas from people in general. People don't want ideas, they *just* want more players, but fail to see that maybe you need one to get the other.
I'm looking forward to the new server (having been completely inactive 4-5 years), but I am not excited about any classic ruleset. I'm looking for a good "foundation" on which to play DAoC (and I don't see Ywain ever fulfilling this role). The promise of new patches/adjustments have always been a huge positive part for me, and I wish we could find one solution that everyone can live with and then move forward from there.
Somewhere after ToA before 2015 is probably the sweet spot.
And focus on fixing bugs, slightly tweaking classes and putting a huge focus on events is how that server's gonna thrive.
That's only partly true. We, the community, can help new players gear up and learn how to play their respective class(es) so they can be competitive in RvR. However, we can't keep them interested in the game. That's up to the development team. The reality is DAoC hasn't fundamentally changed over the years. PvE has always been stale in DAoC with respect to other MMOs as the majority of it can simply be zerged down (these days you don't even need to do that). There's very little mechanics involved with most encounters and they can be skipped altogether with the application of alternative currencies. RvR also hasn't changed over the years. It can still be boiled down to: kill other players, capture keeps / relics, and gain realm rank. There's no variety outside the classes you play with and against. Don't get me wrong, the meta in RvR has evolved over time due to additional classes, abilities, and general gear creep which has kept the game interesting for some players. However, it's very clear due to the low population that the game itself isn't interesting enough for a larger playerbase.
I'd argue events could help this game. But they can't be the same copy+pasted events from years past. I agree there's a lack of creativity from the developers, specifically regarding RvR objectives as they haven't changed in nearly 19 years. We've reached a point in DAoC history where the current content has been exhausted and there's no new content to keep players interested. Most of us left are addicts. About a third of the players I've interacted with only play DAoC and won't touch another game (across most age groups too). I don't think the developers have much to lose anymore as the players left are clearly complacent with how they operate. My hope is that they add content that is focused on RvR rather than PvE as that's the staple of DAoC.
- Everything below (or above in Nottmoors case) Bold, nGed, Nott - Removed, place realm guards there or just flat out remove the terrain. Castle Excalibur would be moved slightly north and hold both the Strength and Power Relic, same with Grallarhorn Faste and Lamfhota. You can now only take one enemy realm relic (str or power) until the enemy realm relic you have chosen is in your CK, you can then remove the second.
- All relics can be kept in the CK and CK only and the more relics it has, the weaker the keeps natural guards are and outer gates (the rest of the keep would still be full strength, including any guards bought for BP or Gold and the Inner Keep guards)
- Add Random extra port options - Beno Area, Crauchon Area and Bledmeer Area - will port you randomly within 10000 units of the chosen option (can only be used once every 10 minutes)
- Remove the Realm Skill Point cap on Conquest Accounts but give Veteran Accounts 100% Bonus to RP/BP/Gold earned instead, where as free accounts get only 60% of the normal value but have no restrictions otherwise.
- Lower Cash Shop Prices, its a game with a small player base, the focus should be on quantity of purchases, no need to be greedy.
- Increase the maximum charges of alchemy pots (EU servers used to exclusively have barrels that had 100/100 charges in for healing/power pots)
- Remove all BG's except Thidranki, Molvik and Cathal Valley
- Give all classes a mount from level 5 (quest reward perhaps from starting journey) that increases runspeed by 200% in PVE areas only (disabled in Passage of Conflict, Darkness Falls etc)
- Increase Quest EXP earned. Apart from Gaheris the rest of the games focus is PVP, they should be striving to get people out into RVR ASAP (and I'm not talking about the cash shop character boost), you can level fast with a friend or another account to powerlevel you but newer players will likely get sick before they ever experience RVR in full.... just no reason to drag the journey out for a brand new account.
There is other stuff too but meh, it's already becoming a bit much.
So you have one zerg that domniates and 1 fg that dominates , just not healthy for the game.