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Thread: For bringing players back into the game and bringing new ones

  1. #1
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    Post For bringing players back into the game and bringing new ones

    Suggestions for bringing players back into the game and bringing new ones.


    It would be nice to bring the Trader outlet back to the middle island, and certain times with bonuses to revive the marine PvP,
    The good thing would also be to bring a stronger exchange currency, for example it can be leval and haranyan pack common for infusions on the other side a ticket that can be exchanged or for infusions or scrolls, increasing also the pvp in the game.

    Create a monthly PVP event with basic rewards like a specific outfit, or a title, placing as Guear requirements for each ranking, and you could participate in all rankings by removing parts of your equipment to have the necessary guidance, starting at 5,000 Gs up to the highest standards, there may be a hanking of up to 20,000 Gs.
    It would have an item that could be purchased with PVP coins to increase the number of entries.
    Something like this with prizes for daily participation and exclusive rewards from 100 to 1 Place.


    The current game mode states that as soon as a guild dominates the server, the best events in the game will be monopolized,
    proof of that you killed the fight over castles,
    My idea is perhaps the fight for territories and participation in the spoils for the winning guilds, understand to put a limit on a territory per guild and the member who was removed or left a guild is punished with 30 days without being able to receive spoils.
    something little with no high value, like materials or infusions nothing that kills the game.More than keep the player active

  2. #2
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    I like the idea but you are barking up the wrong tree. Gamigo doesnt check the forums so you would be better suggesting this in discord maybe? Gamigo has done nothing to drive its playerbase away by allowing exploits and bugs at the start of the server, changing timers resulting in players not being able to play/do content (lets not mention bosses spawns being broken for a month+), Exile system "working" meaning server balance doesnt change, bring out a fresh start instead of allow transfers or merges.. the list goes on.

    Apart from "no p2w" gamigo has managed to do as much as trion did and that is the path they will continue on.

  3. #3
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    with the disparity in GS in this day and age, why would an merchant take packs to the island just to get slaughtered by the campers there?

    From your post it seems the Only thing you care about is PvP. And you seem to want to reward the PvP players with even more gear than they can obtain now.

    I don't see how it brings people back if the GS reaches 20k as an average

  4. #4
    What the game needs is sideways progression. While a lot of the push in the game is endgame, what tends to happen is that the meaty content is really for the 1 percent (or 10 or whatever it ends up being, those folks at the top). GS gap means that the rest of more casual players can only be farmers, or, do nothing but grind, hoping to catch up in an ever widening gap.

    Give the rest of the players things to do besides farming. Give them more PVE, give them capped zones where folks beyond a certain GS are scaled down. Give them more guild oriented things, like what if a GL had similar powers to heroes, but only for his guild? Popping events, bosses, even dungeons for the guild to do?

  5. #5
    Senior Member Islyn's Avatar
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    Quote Originally Posted by Aharian View Post
    What the game needs is sideways progression. While a lot of the push in the game is endgame, what tends to happen is that the meaty content is really for the 1 percent (or 10 or whatever it ends up being, those folks at the top). GS gap means that the rest of more casual players can only be farmers, or, do nothing but grind, hoping to catch up in an ever widening gap.

    Give the rest of the players things to do besides farming. Give them more PVE, give them capped zones where folks beyond a certain GS are scaled down. Give them more guild oriented things, like what if a GL had similar powers to heroes, but only for his guild? Popping events, bosses, even dungeons for the guild to do?
    Go to Guild Wars. It has what you talk about almost exactly.
    Everybody loves a Skullknight party
    cuz a Skullknight party don't stop!

  6. #6
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    tbh i would not want to bring peopels back to AA or AAU because simple for all support ♥♥♥♥ you wait to long and thats not a game what peopels want to play and support sorry if type the truth but i play since release of old legacy and yeah more i dont need to say how long existing the rezz bug ? they broght even the outpatched guildadust to AAU and they removed it on legacy a while ago you can read my frustation P and its not a pulled out of air reasons its fact . they needed close to 1 year to bring back the normal event times last status was events was starting at 23.30 and after nearly 1 year they changed it finally back to normal where it was befor summer wintertime

    the only reason why peoples still logging into AAU and AA is that there is nothing really new good outside to play and thats allready a while sry
    Dunkelherz
    55 Healer
    Taris/Jakar

  7. #7
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    AA and AAU problems:
    - The game was slow in "old" patches. All items and materials had place in the game. in recipes, in crafting. AA and AAU are handicapped game now. Most of items have no recipes, crafting is near death and 1-2 players/item (or material type) can feed whole server .

    - all items and WBs had place in game. Whole original contents (old continents, greater dungeons, WB) are placeholders or salvage materials now.
    - quest gear and hirams are too strong. they killed crafing sytem and other contenst. You don't need anything in your leveling time, you don't need other gear later. Crafted gear is weak and expensive compared to hiram/library gear. (erenor is "good" but that is not objective of many players) Boss gear changed from VIP/extra rare and good content to simple raw materials
    -Gear progression is too fast. You give us too big "rewards" in quests. Older AA was: working hard to get 1-1 item. AAU now: doingeasy mass-zerg-rush quests do get easy gear upgrades extreme fast. Why did you do this? Why did you keep this whole dumb "catch up" system in new server?

    Good points:
    less RNG, less p2w.

    negatives:
    simplification killed big part of the game. Old AA was good for many different players. AAu is good(?) for some average players now. You have near 0 alternatives. Less options - less different contents = less players.

    If you will start new server in the future you should turn off catch up system and big "catch up quest" rewards in new server.
    Big reward quests have to be limited in every servers: help new players and make late game slower!
    Example:
    1-5 times =normal hiram kill quest rewards (or 1-3 or 1-2 in weekly quests)
    6-10 times: half reards
    10+: 1/4 rewards (or 0)
    +buff hiram material drops of monsters maybe!

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