Monco wrote:....
1.
I have been around for a while.
And from my Experience this Forum was never really Active.
Suggestions always stayed Single Entry Posts.
With a few Exceptions where you got maybe 2 or 3 answers most of which did not even bother reading the Post...
2.
True. But here is another Fun Fact for you.
The PvE Playerbase can easily Exist and Strife without the PvP Playerbase.
Which never happens of course because a PvE Playerbase always not only attracts a PvP Playerbase but also has a small Conversion rate from Players who Try out PvP or Join Groups for PvP etc etc.
Thats why the Big MMOs all employ Systems where the most of the World is 100% and you got PvP Zones instead.
Because this way the Population grows and the Part of this Population doing PvP always has enough Opponents.
The PvP Playerbase on the other Hand cannot Exist alone in such Games.
They are too few and spend too little time in the game as that they can handle grinding and then go PvP on top of it.
Thats why PvP Arena Games will not include Grinding and simply offer everything as Reward for Battle instead.
Thus there being no need for PvE Grind.
Life is Feudal however is not an PvP Arena.
Its System requires a ton of PvE Work.
So in this Game you will never get even 10% of the Population you need if you cater to the PvP Players.
3.
Its not really Importand if its small or big.
And a Zerging Protection wont help either.
You See Mate the Simple and Undeniable Facts are.
That a Battle Royale where only thus who keep Winning keep their Assets there is always People losing their Assets.
It doesnt matter if its Zerg, Small or Large Group or even Single Combat.
The moment the Loser Loses his Stuff the game Sux and will Die.
Because if two Sides Fight one Side will Lose.
End of Story.
And Losing their Assets causes 90% of the Players in that Guild to Quit the Game out of Frustration.
It doesnt matter if they lose to a Larger Guild or due to Lack of Skill.
It doesnt matter if they got Zerged and just Defeated on the Field.
The Fact is. There is ALWAYS someone who will Defeat you and Destroy your Stuff except for a very veeeery few People on the Server.
And worse. Since other Groups have to Start from Scratch this does not only mean that the Server basicly gets Emptier and Emptier as each time a War is lost the Losers Quit the Game.
But there wont be any New Players either. Because new Groups dont even stand a Chance at all as they will just get Deleted before they ever pose a Threat.
4.
Nope.
Its a Simple Fact Proven in Tons of Succesful Games.
Maybe Check the Big Successes in MMORPGs.
All of them without exception work by giving extensive PvP Protection and make PvP Optional.
Good example Look at Silkroad.
A large Part of the Game is about PvP.
Yet your not Forced to do PvP at all.
Instead they got Regionals down right.
Because in Silkroad Regional Ressources aint used to Build something but can be Traded between Cities.
And if you go over a Threshold you get more Money but also can get Targeted and Looted in PvP.
This way People will over and over try PvP but are not Forced into it.
Thats why the Game Works and Succeeds.
The same would be fairly easy in Life is Feudal to be Honest.
Regionals could just be some Wares that can be Produced only in a Certain Region and that can be Sold in the Capital City.
This would mean that by Default Players from all Regions would have a Large Money Incentive to Trade with the Capital City and thus provide Open World PvP targets.
5.
Its not.
And it will never Be.
Because as I said above.
There is few things which Guarantee the Player to Leave a Game Permanently as reliably as Destroying their Stuff in a Game.
People seem to have gotten the Idea from Lif-YO PvP Servers where Building a Castle is done in a few Days and can then be Sieged.
But in the MMO it takes Months to Build a Castle.
And its pretty obvious that Destroying them is an Option that costs just as much as Building one.
Which is not Surprising because otherwise this Game would be Empty within Weeks.
And yes. Some of those.
Maybe 5-10%
The Rest Quit.
Thats why we went from 5k Players to 500 Players.
6.
Factually Wrong.
If you Check Steam Charts you Posted yourself.
You notice that the Game Steadily Lost 20-30% of its Playerbase each Month.
And in July when the Update Hit.
Suddenly its got near 10% Increase.
The Number for the last 30 Days has since moved around slightly between +2% and -5%
If you call a 25% Loss of Players we had between May and June Stable then something is wrong with your Head....
You can try to Turn it around all you want.
But the Fact Remains that Losing stuff is Frustrating.
And a Game that Frustrates its Players
SUCKS!!!
Thats why such Games Die.
Here.
https://steamcharts.com/app/287920Great Game.
Awesome Crafting Mechanics.
Awesome Direct Combat System.
Allows for Base Building albeit not the Scale of Life is Feudal.
Actually Superior to Life is Feudal in Building Countries because you can Increase your Influence Zone by Building Outposts thus shaping your Empire.
In Terms of General Game Mechanics the Game can Hold the Candle to Life is Feudal.
The Game has just one Problem.
No Asset Protection and no Safezones.
NPC Cities are Guarded to different Degrees but even there you can be Killed.
Thats why in this Game what happened is exactly what I am telling you will happen in this Game.
The Battle Royale is over and the Playerbase has Died.
Ever since the Game is sitting on a Super low Playerbase because nobody will ever get a Foot in the Door as anyone ever getting Big enough to one of the Large Guilds is Simply Crushed and thrown out of the Game.
Mortal Online is a Great Example on where Life is Feudal will End if they Listen to Suggestions like yours to reduce Asset Protection etc.