I would like to state my opinion too. Thus let's revive this quite interesting thread.
I have very "high" requirements for an acceptable private server to play on. Personally, I'm avoiding reward-for-kill-feature servers and those with massive Pay2Win. I'm aware that these things vary from player to player. Everyone has different preferences. My favorite activities in SRO are PTPVP and PT hunting (both team-based activities within a PT).
I realized to not understanding psro playerbase. What I understood is that players go crazy for "hyped" servers that usually have very bad server concepts. They are hyped for the beginning but after 2-3 weeks they realise that these servers are totally Pay2Win and that they don't have a chance to catch up. I simply could tell them in advance by reading the advertisement thread.
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On one hand they complain about Pay2Win, on the other hand they don't value the donation-free servers. So I can't understand...
Players only seem have "fun" when they can "dominate". Usually equipment or item mall advantage is needed in order to be "good". They enjoy dominating and humiliating other players...
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When others are able to catch up, it usually gets boring for them and they quit the game. Maybe that also explains the non-stop server hopping because they always hope to be dominant in the next servers to come.
It can't be helped and I gave up on most of the psro community/players.
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Many of my points I already tried to describe my topic about "
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Reward-for-kill-design:
One of the biggest issues in server design is
reward-for-kill-concept - which is completely wrong and unhealthy. The idea behind it is to reward players for their personal kills, team performance and roles of support classes are neglected. Unfortunately, almost all servers are reward-for-kill (just search in any random thread for the key word "kill" -- it's shocking. It's causing heavy catching up problem (caused due to reward-for-kill and end gear that in majority of servers is too hard to get). This problem applies to many ingame systems:
- Capture the Flag (sometimes even present in Battle Arena...)
- Battle Royale or Zoo Survival Arena
- open-world uniques
- job-based servers
- gaining of end-game gear based on killing/pvp encounters
It narrows build variety to a small amount of classes only and makes strong players just stronger. Newcomers, casuals and players that joined server at a later date after opening have almost no chance to compete.
Don't get me wrong: I'm not saying "don't do kills". Killing is still a part to win matches but it's not killing only. Supporting will become as much important and the overall team play. There are already nice systems that reward the whole PT - these just need to be improved. In specific I'm talking about Battle Arena, Survival Arena and all the different dungeons.
"Hard" and "difficult" rates to make it "long-term":
I never understand why people want end gear or items to be "hard to gain"? (low stone drop rates, low item drop rates, low success chances for magic pop or loot boxes, etc...) To have a few players with huge equipment advantage? I often experienced that monkey players need equipment advantage to win in pvp. It's totally wrong. If players can get gear quite easily they are more motivated and in PvP skill and luck gets more decisive.
It looks like "long term" is understood as delayed (as much as possible) gain of levels and equipment. Delaying the time when people get basic equipment (with FB stats) and start playing (pt)pvp. It doesn't have anything to do with keeping the game fun and fair past that point.
Many players don't play the game just for fun anymore. Every activity needs a good reward -- otherwise players somehow will not play it. I'm myself mainly play PT activities for fun - to improve handling of my char and my team-play.
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Overedited servers:
Another thing I don't like is when server owners completely change the game (flashy wings, tons of sox types with strange names, new masteries etc.). For me, that's not Silkroad anymore. Silkroad itself offers nice features (Battle Arena, Survival Arena, dungeons) which are there already and just need to be improved a little.
Often changes in gameplay happen way too often that you as a player can't rely on anything. If "bot" is required to farm items or to play the game, something is seriously wrong with the server concept.
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Silk as main currency:
Often server advertising threads claim that ingame gold for example will have it's value and is the only currency. In fact, if items are exchangeable, silk (or real money) will become the main currency. Especially during the beginning of a server's life cycle the donating seems endless. Big-wallet-guys try to spend tons of silk on the "best" items to be the "strongest" very quickly. In combination with the reward-for-kill-features this will make sure that mainly the "strongest" (big-wallet-guys) will stay on top...
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Servers try to lure players with "free silk", event prices, even real cash as rewards that in most cases only the strong players (donater whales) are able to gain. It's a common and most likely intended problem in donation-based servers even though the main post tries to lure you with statements such as "with only a few hours of daily gameplay you could get all the resources you need".
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