Toni wrote:Wasted my time reading this shit, wtf your talkin about? Balancing-System? Where in the hell did you saw that? Imagine some of the famous mmorpg's are using this lol, lets take an example with WoW since it has been mentioned a couple of times, do you think they have this kind of balancing shit your talking about? "Oooohhhh nooooooo the Alliance has become so leet from now We make them loot only shit" your making just a fool out of you with the shit your writing above Hardcore Player will always take turns on casual Players, this is how its meant to be, and this is how it must be.
First, you problably don't know that i am proacker, i guess. We are friend for a good while now, and you know that i played pretty much every popular game. MANY MANY game as auto balancing system.
You think WoW doesn't? Well you problably didn't played it. First, in WoW, the only fight in alliance vs horde is during winters graps (hope i traducted it nicely, not sure) wich pretty much doesn't matter. The winters graps has a balancing system itself, working with the ammount of people joining.
Also, you are comparing orange to apple. PvP game to PvE oriented game.
Let's take a look at the most recent popular PvP game: Aion.
System to help casual player (high % of communities):
When you disconnect, you have a bar of ''double exp'' going up. The longest you haven't log in, the quicker you are going to level after.
Town balancing issue:
In aion, it's town vs town. Basicly like DR wars. They have a system to controlate the population. Let's take their system to dr: 1 player join zypern. No player can join zypern again until vysus/yllse get one.
Every PvP game need balancing issue. When there is no balance, the server are boring. No one like to get in wars when it's 10 vs 100.
They do fix it for event, with stuff like ''400 lvl max in team'' but not in the server, when it's the most important part.
There is a few way to work around this. One is making some private guild/nation dungeon where they get harder for the ammount/lvl of people joining. One is making the PvP less important to get to end game. Yes it's a PvP game, yes that's how we like it, but having other way around could be a good way too. I knew many hardcore player that are bad in PvP and simply doesn't like it.
It always sounded crazy to me, but some people play game like DR even for the PvE side. Every player are important let's not forget that. Some player simply want to kill balrog, not killing player. They should have a way to do it, without PvP where they can get higher dual, maybe with some bad reward.
Like, weekly there is a dungeon that you can fight in for Legend/thooth, and 2 times a week you have a dungeon you join in nation, without PvP, with some little reward but DF. The df system only help hardcore player.
In WoW, sure hardcore player have advantage, but in WoW, being a casual player doesn't stop you from having fun Ig.
At last: I find the loot system to be too random. Pretty much every recent game have a point system. Every time you get in an event, you earn some point. Let's call them DR point for the example. It can be a pretty low ammount. With dr point, you can trade them for let's says, balrog, after many event. For a g4 legend, etc.
The probleme is the snowball effect. Superior player always win in DR. Basicly, you win a few dungeon, get legend&tooth and win even more. You are now unstoppable. The snowball effect really ''kill'' server.