#31
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2. Developing wealth on a blue server with no pvp competition is easier than doing so on red. By removing this ability to transfer wealth, it stops over night fungi twinks from griefing (it will also reduce the amount of one sided resourse trades that the guides have to investigate to rule out RMT). These hurt server population, both ungeared new players from blue and existing red players, they don't help server population. The 'vocal minority' argument has no evidence to support that it is actually a minority, merely an opinion statement to try to add the appearance of legitimacy to a claim. In fact this section is all based on opinions stated as if they were facts backed by evidence. In my experience most players don't even come to the boards to post, you can look at the lack of diversity in posters to see this is true. 3. Open server as a progression style server for release of expansion material, using prenerf as GM event items merely gives a method for new players to come to the server and still obtain prenerfed items, post nerf. This will help ensure people that come on board later will actually have a chance to get a slice of the pie, without having to pay big money for an item and gives them the chance to get no drop prenerf as well. For the 100th time in this thread ... really? 4. Give an incentive for people to join the guide program to increase their ranks. Say for every hour of time put in they receive a 'guide point' to be spent for gear, XP, faction work, etc, etc for their characters. This will offset the fact that they are spending their 'game time' policing the masses instead of xping/gearing their toons. Just because there is a lack of people to enforce the rules isn't an excuse to not try to find a new method for accomplishing the enforcement of those rules. The current method doesn't do the trick, arguing to continue down this road will do just the same ... nothing. I'd rather see the occasional 'innocent' get the shaft and the bulk of bad players get what they deserve. The ironfist method will provide a legitimate deterrent, the current method, obviously does not. | |||
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#32
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#33
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I don't see how blue to red trades hurts the population, you don't give any specifics why you think it does either aside from the admittedly true statement that guides/GMs have to investigate these one sided trades. But how does extra staff time translate into something hurting the population? The fact you now have a twinked out blue player looking to exp combined with the fact that he/she is highly incentivized to do so in a full group means a lot of legit newbs in rags are going to have a nice gravy train to ride. I've experienced it first hand leveling up my SK, when I'm essentially powerleveling some warrior who is asking for bronze drops to upgrade his rawhide. We both benefit and everyone is happy. I also think there is plenty of evidence that new players are welcomed on red even if PVP isn't their focus, considering the two largest guilds that comprise the majority of players on the server 50+ state it pretty openly. Quote:
As for the 100th time comment, I didn't mean in this thread, I meant for the 100th time overall, just occurring in this thread if that makes sense. I just feel that topic has been beat into the ground at this point, people are either strongly in favor or strongly against. I happen to be strongly against it. Quote:
And agree to disagree on the innocents getting punishment. | ||||||
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#34
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#35
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Obtaining items and plat has always been harder on pvp servers going back to the original four. If your guild is small can it raid all content? Less numbers doesn't mean more opportunity just because camps may be open more often, and pvp involves more CRs than just PVE. Pvp also allows the possibility that the camp you just started gets taken from you before you get the drop you need. The fact that transfers are done at 3 to 1 and 4 to 1, is evidence in itself. More staff time dedicated to monitoring red/blue transfers means less time monitoring other things. Plus I never said blubies aren't welcome, I just think they should come in as the game was intended to from the start of an account, with nothing. Putting an incentive on doing time as a guide doesn't necessarily mean you will attracted the 'wrong' people, that's your personal assumption. But thinking that we are going to get enough guides to work for free just because they love to do it is 'living in a perfect world'. I myself don't play seven days a week for 8 plus hours a day, or for that matter even close to it. So I wouldn't take what little play time I do have to donate it to monitor people who can't act right in the first place. I would however gladly donate some of my time to doing so if it was fairly (looking at it from both sides perspective, so it doesn't unbalance play) compensated, therefore making up in some way for the time I've lost in game. Does that mean I'm in it for the wrong reasons? I don't RMT, train, hack, or exploit; are there other wrong reasons to do it? If so what are they and why would it negatively affect the guide program. SOE used to let guildes play for free if they worked so much time in the program, to attract people to do it. I met guides who did it for that reason and told me about it. Don't recall ever having a reason to think they were bad guides, they were actually good at it and nice guys to boot as far as I could tell. | |||
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#36
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#37
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tldr, copypaste! ftw
imo time well spent enough for me to come back and edit letting u know how much I enjoyed hitting ctrl c + ctrl p and tapping my spacebar to the sound of life | ||
Last edited by maerilith; 03-05-2015 at 10:51 AM..
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#38
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#39
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#40
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only incentive that seems to motivate staff and players on red99 is paypal
just saying | ||
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