Originally
posted by
Pang:
h4:
I guess that logic works if you shoe-horn your view of "competition" on this server into a 1-on-1 competition vs Evo for the ultimate prize of winning ANW. However, for everyone else who doesn't care about (ok, doesn't have a chance to win) ANW legitimately, we just see a further disparity in that gap. It also highlights another problem which others have brought up; we still keep moving in the wrong direction in terms of how we "welcome" new players into the community.
Inherently, this is a flaw of the way the game is designed. It isn't your fault since the game was designed by Mehul. The game rules are set in stone, and emergent gameplay/behavior arises out of it when group-play is involved.
I told you this before in a wall of text, Pang, the ruleset on Alliance is fundamentally broken because new players are advised to join tags, which in turn means less untags to farm, so untags get farmed even harder by more tagged players. New alliances get farmed equally hard and merge into bigger tags, same problem. But that's how it is - in this game, might is right.
Another example is the Team server. It's a great idea, teams of 5s, but again, the emergent gameplay that resulted from it isn't. The Team server is again fundamentally flawed.
Don't tell me you don't see it Pang. In the same way, Alliance server ruleset is just as flawed, neither the Team or Alliance server allows for new players to enjoy the game. What you need to do is to change the ruleset, the community isn't going to change by a few posts on the forums, they will only change in response to external stimulus (changes to ruleset, war, suiciders, etc).
Again, I've mentioned before that, for example, if you changed humanitarians on Alliance to be in the x4 and /4 range instead of the existing x12 and /12 (it was x10 and /10 in the past, why did it get wider??? it just allows newbs to be farmed even harder with the worse NW gap), it would protect new players a lot more from the top alliances, and force them to either (A) Allow land trading with each other (B) or Allow limited grabbing on each other, meaning 1 hit is ok, but 2 is not, per 24 hours, etc. (C) War another alliance for land. Not only that, the number of hits would go down dramatically, reducing the maximum feasible land size you could attain, and so on, it changes warring strategies too.
You can make a difference Pang. And sometimes, all it takes is changing one stupid number in code.
Edit: The reason why I wrote this post, is to make sure you understand that the emergent behavior of groups of players (whether they play aggressively for ANW, TNW, or war performance, or whatever motivations) is ALWAYS caused by the rules and mechanics of the game.
For example in MMOs that allow player killing, if you let the players do whatever they want, clans and communities will form, some will be PKers, some will be anti-PKers, it can be pretty destructive too, but that's where the game developers step in - they can change the ruleset, say "First 20 levels cannot be attacked" or "Town areas are safe areas" or "You can only attack +-5 level difference (like humanitarians)". You cannot allow the community to police itself. It doesn't work. But inherently, such MMOs are flawed design to begin with, and you see new MMOs transition into Faction-based-PvP instead, and away from FFA-player-based-PvP.