Hi,
in this topic I want to talk about the fail concepts of basically every private server out there. I don't know what the server owners think they do. Do they even think? I highly doubt.
I will list reasons why the majority (100%) of the servers nowadays suck so hard.
1) CTF - Capture the Flag
This system might be ok in a CHN only server. Adding it in a server with EU is a crime. What is CTF about? Right, getting kills as a single player. You basically get rewarded for your personal performance in a party (!), fuck the others. Selfish gameplay!!!
Imagine, just imagine, you play a str bard/cleric. How are your chances to get a kill? Almost non-existant I would say. Supporting roles in fact get punished because no kills mean no rewards for them. Yay nice, I healed, ressed, buffed my pt members but in the end I'm standing there with nothing valuable.
All in all CTF is leading to a small build variety as everyone will do a build that can perform good as a solo char to get many kills. That's why most servers mainly see Warriors and Wizards (both as cleric sub). More problems about this: strong players will demand all the kills for themselves, thus getting even stronger. New players almost don't have a chance to catch up.
So please do me a favor: Completely delete CTF. There is a much better pvp system in SRO already which gives every build a chance and even rewards the "losers". Party performance is what counts there - not the selfish gameplay. It is called Battle Arena. Never heard of it?
2) Uniques
Rewarding unique kills with Silk, coins or items is another NO-GO. It will lead to the same scenario as described above. What players will get the kills? Yes, the ones with most damage. Again, this will lead to small build variety as in 90% of the cases Wizards will get kills. Adding STR-uniques (I never understood that) isn't helping much either because there will only be 1-2 STR classes to get all the kills. No, bladers and 1h-Warriors probably don't count to them. Strong players getting even stronger.
It's better to make uniques dungeon-based. That way every class can get rewards from uniques either solo or in a party. Similar to Forgotten World or Jupiter Temple.
3) "job based"
To be honest, I can't stand reading this phrase anymore. Sure, rewarding jobbing can be nice. In fact, jobbing is getting abused massively. Everyone having his own caravans by using multiple accounts the same time. The person with most resources and time wins. Casual players and newcomers hardly can catch up or are in fear of getting robbed permanently. The original purpose of jobbing was to interact with other players from the server. So basically you picked 1 job and other players were helping you as a trader, hunter or thief.
In many threads I also see rewards for "job kills". It's as stupid as the CTF system (for more details read above). Same goes for "honor buffs" for the top x jobbers. Casual players will never be able to get these buffs. I would prefer servers where it is possible that everyone reach the same things.
4) overall 1v1 focus
Majority of servers reward solo, selfish single gameplay. Why there is no EU only server for example with PTPVP tournaments and party-based dungeons and BA?
Silkroad is called an MMORPG which means you actually would need to interact with the other players in the server in order to "succeed".
5) 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...
There actually are more points to be mentioned but it would take long time to write everything down. Just to give you an idea of a few: donator vs. non-donator imbalance, idiotic skill changes and "balance attempts", dozens of different sox-types or only-1-fortress.
The End.
Am I the only one who thinks like this?
in this topic I want to talk about the fail concepts of basically every private server out there. I don't know what the server owners think they do. Do they even think? I highly doubt.
I will list reasons why the majority (100%) of the servers nowadays suck so hard.
1) CTF - Capture the Flag
This system might be ok in a CHN only server. Adding it in a server with EU is a crime. What is CTF about? Right, getting kills as a single player. You basically get rewarded for your personal performance in a party (!), fuck the others. Selfish gameplay!!!
Imagine, just imagine, you play a str bard/cleric. How are your chances to get a kill? Almost non-existant I would say. Supporting roles in fact get punished because no kills mean no rewards for them. Yay nice, I healed, ressed, buffed my pt members but in the end I'm standing there with nothing valuable.
All in all CTF is leading to a small build variety as everyone will do a build that can perform good as a solo char to get many kills. That's why most servers mainly see Warriors and Wizards (both as cleric sub). More problems about this: strong players will demand all the kills for themselves, thus getting even stronger. New players almost don't have a chance to catch up.
So please do me a favor: Completely delete CTF. There is a much better pvp system in SRO already which gives every build a chance and even rewards the "losers". Party performance is what counts there - not the selfish gameplay. It is called Battle Arena. Never heard of it?
2) Uniques
Rewarding unique kills with Silk, coins or items is another NO-GO. It will lead to the same scenario as described above. What players will get the kills? Yes, the ones with most damage. Again, this will lead to small build variety as in 90% of the cases Wizards will get kills. Adding STR-uniques (I never understood that) isn't helping much either because there will only be 1-2 STR classes to get all the kills. No, bladers and 1h-Warriors probably don't count to them. Strong players getting even stronger.
It's better to make uniques dungeon-based. That way every class can get rewards from uniques either solo or in a party. Similar to Forgotten World or Jupiter Temple.
3) "job based"
To be honest, I can't stand reading this phrase anymore. Sure, rewarding jobbing can be nice. In fact, jobbing is getting abused massively. Everyone having his own caravans by using multiple accounts the same time. The person with most resources and time wins. Casual players and newcomers hardly can catch up or are in fear of getting robbed permanently. The original purpose of jobbing was to interact with other players from the server. So basically you picked 1 job and other players were helping you as a trader, hunter or thief.
In many threads I also see rewards for "job kills". It's as stupid as the CTF system (for more details read above). Same goes for "honor buffs" for the top x jobbers. Casual players will never be able to get these buffs. I would prefer servers where it is possible that everyone reach the same things.
4) overall 1v1 focus
Majority of servers reward solo, selfish single gameplay. Why there is no EU only server for example with PTPVP tournaments and party-based dungeons and BA?
Silkroad is called an MMORPG which means you actually would need to interact with the other players in the server in order to "succeed".
5) 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...
There actually are more points to be mentioned but it would take long time to write everything down. Just to give you an idea of a few: donator vs. non-donator imbalance, idiotic skill changes and "balance attempts", dozens of different sox-types or only-1-fortress.
The End.
Am I the only one who thinks like this?