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Posts posted by Jop
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That's a good point. I've always been iffy with allowing experience to be easily obtained as it ruins the core value of the game and its progression, however, it's something that is always make or break for servers. Too slow? I'm not playing. Too high? I'm not playing. What's the middle ground? Where do we draw the line? I think there's certain boundaries we need to cross to ensure survivability and consistent activity throughout.
I don't think thirty minutes of twenty five extra experience is going to severely damage the server and the economy, however, I do understand the underlying concern, it's never something that should be wrong off of the bat as it is detrimental.
I'm personally not a fan of double experience but we need to ensure the game (and its perks) are viable yet stable for all avenues of play and players. What does everyone else think? What type of perks are viable in your opinion (if any)?
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There needs to be a certain thresh-hold on what (and if) we're going to allow voting rewards to be viable in order to future-proof the economy and how it's stabilized. If we allow an extreme amount of cash and experience from the get-go from theoretically hundreds of players, it will set the tone and set general margins for items and so forth. I do agree that voting needs to appease the general public and we can't push a set of mundane, pointless rewards because more often than not — no one is going to find it worth it.
You have to remember that double experience and cash will dramatically effect the server and how it eventually will lead... if players are playing on x50 (for example) and they get double experience, that's an extensive amount being put into the server by hundreds of people and it will set the tone of how quick items are obtained (due to people reaching that level quicker) the economy and so forth.
In my opinion, the most viable options to ensure a steady (and consistent) growth of attention to the server would be: Allowing a twenty five times boost to experience for thirty minutes (not as dramatic but still something viable) and allow a boost to coin drops and possibly increased chance of herbs and so forth (remove men and low level NPC's to avoid abuse), double loyalty points (instead of 10, 20 and so forth) and this may be controversial but ease of access is important, what do people think about thirty minutes of unlocked teleportation?
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Ideal implementation that allows word of mouth to benefit all parties. It's always been something that poses no negatives. The search is generally needed for guides, informative threads and announcements.
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On 5/3/2019 at 12:56 PM, Harry said:Can you make one for me in 3440 x 1440 please.
SpoilerLet me know if you need that adjusted at all.
Vote event upon launch
in Declined Suggestions
Posted
Valid point(s). Like I said, I'm not a personal fan of it nor am I endorsing it, I'm merely looking at it from the other side of the spectrum. I'd prefer a set rate myself if we could, but alas. The problem with comparing everything to Old School Runescape is that that has hundreds of thousands of players and we'll never reach that amount, therefore the economy will be much, much smaller than it is on there and we can't mimic the entirety of that economy value as it's not possible. That's one worry I have here — the drop rates and so forth cannot act the same as Old School Runescape because it won't perform similar nor support it by our average base.
What do you suggest we could implement to entice voting?