I'm not sure that the server population will increase quick enough for new or old players to successfully develop a kingdom within 5-6 months, but I thinks it's possible in the reset after this upcoming one.I wonder if we'll see any Kingdoms this time around..
10 man kingdom bbI wonder if we'll see any Kingdoms this time around..
No(no-pvp area )
Why ? Dungeons are already no-pvp.
And 3 people play on the serverWhy ? Dungeons are already no-pvp.
I think you should put dungeons (no-pvp area ) and the survival map in the same world, so it's easier to meet people (and fight).
Map wipe announced, 9 months into the map we still had 25-45 logging in on weekends. Though as I stated before, please don't troll.And 3 people play on the server
The goal is to have dungeons back on the primary / main map. Integrated in a method that brings people together, where they fight over resources, leveling areas and land.I think you should put dungeons (no-pvp area ) and the survival map in the same world, so it's easier to meet people (and fight).
A couple of misconceptions here, can't just let them go past, sorry.I like what kainzo said about the server being hardcore. That's what I loved about it, and the community has always been formed be people willing to fight through hardships and preserve long enough to get strong.
Being "nice" to new players isn't the solution. Nobody wants 9-year-old wusses to stay. If we cater to the weak, the community will reflect that. Kainzo do what you do best, make it tough
Thanks for listening to what I had to say and continuing to contribute suggestions, @ethanburger , appreciated. (no "like" buttons in this thread, so just wanted to say that.)Jeez. Not saying assholery is required or that being rude contitutes the "hardcore " element of herocraft. Nobody likes being treated that way.
And I'm not the type to treat anyone like that
What I was trying to say is HC was always designed to attract those who like a challenge and don't mind dying a few times before they figure stuff out. I'm all in favor for lessening any advantages well estabolished players have, such as tiered gear.
However giving newer folks a place to hide and avoid pvp is not good. You then create a group of people who only knows how to run between safe zones.
New players should be encouraged to wander into the map, not a dungeon first thing. On the map they will die a few times, but more importantly they will come into contact with other players and pvp early in the game. You need allies and to connect with a town, not to spend hours grinding in PVE dungeons. This is how I was introduced to herocraft.
I think giving new players some advantages then taking them away as they learn and progress is a good idea.
Sorry for sounding like an asshole...
I don't think it's a good idea to get PvE safe zones. I was also a part of Valorium, and I honestly found war to add a very interesting risk mechanic to leveling. I think personally that all PvP on might actually reduce the chances of PvP in your area, unlike during war in Valorium. Reason being that during war in Valorium people would rush into the northern continent and kill people you were leveling. In Valorium gear was also expensive as fuck (fucking leather monopoly.). This new map gear won't be all that pricey, so you can easily buy a new set of armor and get back to leveling. If you're feeling that leveling might be too dicey bring a friend or two, they can be a huge help in a fight, and also a deterrent.So like, will there be ANY PvE locations for towns and leveling? I like PvP as much as the next guy, but I grew to love the way Valorium (I think that was the map name) was handled more than the soon-to-be previous map.
bby come backI left because of the grind. It was too much. I've always felt mastering a class took way too much time. Make lvling faster so that players have the means to defend themselves when pvp happens. You dont need a long leveling experience to create longevity. I understand it was probably like that to encourage boosts, but i feel that it worked against player retention. Consider more creative ways to make money. Something like increasing the cost to switch classes, and offer a 5 dollar "free" class change. Keep shop prices cheap and you will get more of them.
We're addressing these things. Thanks for the class change idea too!I left because of the grind. It was too much. I've always felt mastering a class took way too much time. Make lvling faster so that players have the means to defend themselves when pvp happens. You dont need a long leveling experience to create longevity. I understand it was probably like that to encourage boosts, but i feel that it worked against player retention. Consider more creative ways to make money. Something like increasing the cost to switch classes, and offer a 5 dollar "free" class change. Keep shop prices cheap and you will get more of them.