Quote:
Originally Posted by _DreadNought_
People need to stop acting like it always just closes when everybody plays it. I remember when AcidCO was kept online for over a month with barely anyone online.
AcidCO comes back - People bitch about the new changes to try and keep you guys entertained and just say it sucks and V2 was better. So then you get V2 back. Untouched. but.. then everybody stops playing anyway.. and then when its been a month with barely anybody online.. it shuts down. no point in keeping a server up that nobody is playing. But oh. It shuts down and everybody gets mad and wants it back.
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A pvp server just cannot exist these days. The only reason people are going to stay logged in for long periods of time is if they are actively working on their character and that just doesn't work out well for a pvp server's target demographic.
People will get excited about acid, play it for a bit... hell it might even be somewhat popular for a while but people will rapidly lose interest and move on to something else.
As much as the pvp in conquer is fun and unique, it's not what keeps people playing long term. Conquer worked because the ENTIRE game is designed around skinner box psychology forcing players to 'just keep playing' in hopes of some small reward. TQ slowly moved away from that towards guaranteed rewards which really ruined a lot of what kept people playing servers and it's one of the main lessons I see pservers not learning from.
RNG keeps people playing. As soon as you start making things guaranteed (paying cp/dbs for sockets for example) you reduce the addiction factor the game provides.
They can feel free to prove me wrong but I highly doubt a pvp server can exist these days. Servers have to pay the bills or they go under and pvp servers cannot afford to sell anything remotely related to 'power' so all that's left is cosmetics... that's bad in terms of long term revenue when the # of players the server can attract at the best of times is so low.