Poll: Regarding number of castles in heRO, and heRO's woe times:
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We should lower castle count by 1, and change woe times to the proposed Saturday time instead of Sunday. 34.62% 9 34.62%
We should lower castle count by 1, but we should keep WoE on the current Sunday time. 3.85% 1 3.85%
We should keep the same number of castles as is, and change woe times to the proposed Saturday time instead of Sunday. 30.77% 8 30.77%
We should keep the same number of castles as is, and we should keep WoE on the current Sunday time. 7.69% 2 7.69%
I have no opinions/I do not care/I don't WoE. 23.08% 6 23.08%
Total 26 votes 100%
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WoE Changes Official Poll 2017
Author Message
sheam Offline
Final Universal Love

Posts: 157
Joined: Mar 2016
Post: #8
RE: WoE Changes Official Poll 2017

Now.. I've said this in the past: "The only way to stimulate competition where there is too much participation, is to make winning more rewarding."

This is not a solution, however, just a equation solved through reverse reconstructing game design post server design and then offering the best suggestion from my experience. Also, it's very unilateral as it implies items (aka, the spoon i throw on the ground) define worth.

TLDR at the bottom. thanks.


Here's my
At its core, RO is about acquiring valuable items (exp is finate.)
[Hate to burst your bubble, but its really 'Thy Shall Covet:' The Game]

WoE, at its core, is RO's End Game.

End Game exists because player level / exp is finate.

End Game is about forcing teamplay by using items outside of end-game to earn exclusive end-game items.

End-Game items must be graded the Highest in order to be exclusive.

All Items are defined by their worth. Supply/Demand.

The value of end-game items on a server will potentially decay over time.

The server is over a decade old, and has no wipe. which adds to the potential decayed value exponentially.

This system is made even further complex with its existence of PvP.

PvP is player competition.

Player competition is defined by a player dominating another player for resource control.

Resource control is maintained through a dominance resulting in no contest.

No contest creates participation.

Participation is the absence of competition. <-- What needs to be fixed.

Post-Analysis:
This server's design philosophy for longevity and preservation has created a conflict with RO's design philosophy to acquire valuable items.


So I ask myself ..
How has this been addressed thus far?
And it has quite extensively,
with the creation of Custom-Made items.

My next step would be to compare WoE's system with a heRO custom-created system that most closly resembles it: Trial of the Hunter.

--------

TLDR: Create a custom item reward that is desirable by the players who will emerge dominant in a competition.
(This post was last modified: 12-14-2017 06:44 AM by sheam.)
12-14-2017 06:12 AM
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Messages In This Thread
WoE Changes Official Poll 2017 - GM-Ayu - 12-05-2017, 01:09 AM
RE: WoE Changes Official Poll 2017 - Plant - 12-05-2017, 08:17 AM
RE: WoE Changes Official Poll 2017 - sheam - 12-14-2017 06:12 AM
RE: WoE Changes Official Poll 2017 - Plant - 12-14-2017, 08:06 AM
RE: WoE Changes Official Poll 2017 - kysp - 12-14-2017, 03:23 PM
RE: WoE Changes Official Poll 2017 - kysp - 12-14-2017, 05:10 PM

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