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Thread: Head count
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03-26-14, 10:42 AM #11
Re: Head count
Why I'm think we need to group back together on a populated server. Get back to working together, going on night raids in rad town, massive farm quests.
Rumble if you made points that weren't already flushed out a hundred times over I would discuss it. If you want to try in pull this herd of cats into a new server great, if you want to stand alone on TPG, I assure you the death clock is counting down.Dispatch the DooM
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03-26-14, 10:59 AM #12
Re: Head count
This is the problem with open alphas and open beta's. You play the shit out of an incomplete, buggy game, get mega burned out and in the end never bother to come back when the game goes live.
If the game is simply dying due to the player base burning out, we can always try and spice things up... change the way the game is played (e.g the extreme pvp servers do change the game mechanics slightly to naturally encourage this type of play). Or,I don't know how much the game supports it, but from the mmorpg's I''ve played and the few I've gm'ed for, one of the most effective ways to keep people interested is game implemented events, i.e. the game is doing something, not just some admin saying go __ here for coliseum fights, but like adverts that do 'type !coliseum to be teleported to fight' then have it like save your stuff in limbo and port you to the coliseum if you are not in combat. Or hell, if the game supports it, we can do forum games, if you win the game, we give you something in game. Things like that lets us to differentiate ourselves from the crowd.
Ultimately if we want to make any of our servers succeed, Look at what makes our server different not only from the crowded popular servers but also the dead servers... If all that seperates our server from high traffic servers is simply that players habitually congregate in such server, then we are in trouble, but if they also host events, or change the game play a little (daily restarts, item count degration, alter health values, etc)... Implementing such activities might help us form a player base...
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03-26-14, 06:14 PM #13
Re: Head count
This is alpha. Features are light, the player base is fickle and I have to agree with a few others in that expecting a crowded server may not be realistic. That being said, I still think we can differentiate our server AND have fun in the process by doing special events.
My idea was for a cannon ball run. We'd probably need one admin on at least to organize things. The phrase 'herding cats' comes to mind. After talking to a few of the guys, this is what I've come up with:
The Start
- Meet up outside Big Rad and split into Runners and Hunters
- Hunters are outfitted (details below) and let loose on the map
- Runners make their way up the road to Portugal; the northernmost point on the road
- Race start announced by admin
Runners (hopefully between 4-8)
- Outfitted with pistols and MP5s
- Very little ammo
- Basic health packs
- 3 sleeping bags (to be placed at the start)
- Leather or radiation armour
- No tools, no food
Bonus boxes (maybe a dozen)
- Spread around the map in wide open areas (no cover while looting)
- Not near the finish line
- Random pieces of food, medkits, tools, ammo, barricades, etc
Hunters (3 or 4)
- Bolt action rifle and bows
- Medium amount of ammo
- 5 Large medkits
- Cloth armour
- One sleeping bag (to be placed at their discretion)
Additional rules (optional)
- Hunters can't use teamspeak
- Hunters must remain inside the circular road (or outside it)
- 2 minute cool-down after start before Runners are allowed to kill each other
- Admin kills everybody at the start line (after sleeping bags) to make sure they have only allowed gear
Thoughts?
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