Best posts made by Holya
RE: Where are the players?
Edit: this is a lot longer than I thought, and I feel like a nerd for writing it. I'd just like to quickly brag about my 130 WPM typing speed.
There's no such thing as an open PVP game, especially one that includes the looting of player corpses that isn't incredibly predatory towards new players. It's usually a feature. Even with that being the case, games which are much more punishing on death, and much less lenient on new players like Tibia/RS: DMM/H&H/Salem/Hurt World/Rust/LiF/Wurm/Etc are pretty darn popular.
I realize there is a subset of players who to some degree enjoy PVP, but typically want to avoid it - but it's been my experience this group is very small by comparison to pure PVERs, and pure PVPers. The PVE server is even more desolate than the PVP server, and based on this I feel one could reasonably assume the reason the retention rates are so low is not because of non-aggressive players being murdered.
Rough average concurrent daily players
Start of the last beta(I'm told): 30-60
End of the last beta: 15-25
Just prior to the steam release: 3-8 daily
First few days of steam release: 120
two weeks after steam release: 30-60
two months after steam release: 15-30
It's a very basic/verging on anecdotal way to look at it, but if we're comparing day one to two months, it seems like steam has had a 18.33% retention rate, which is actually very high for any kind of PVP MMO. I doubt it's that high because it's skew by returning players and such, but it's also skewed by the fact we're going by concurrent on a daily basis. 90% of active players won't login daily.
Don't take this as me defending myself/VAN from claims we 'killed the game', as much as I don't want Linkrealms to die, I'd personally take the notion that I 'killed' a game by killing everybody who plays it as a compliment. It's simply not true, though. I'm confident there are a lot mechanical changes that could be made to increase player retention, but most of them would make the game less niche and fun.
This is just opinion, but I would argue the main reasons for the low player count are:
Problem 1) Low boss drop rates, and poor direction in terms of where to find gear:
The only dungeons worth doing right now are hades, and Tartaros. Blackwood if you’re a mage, but once living staff is obtainable not even that. From these two dungeons you want a combined total of 3 items, a runic helmet, a 300 enlightenment potion, and a 140+ strength potion. Regardless of your class, regardless of your build, from a purely PVP perspective this is always true.
Hades is the most efficient place to get a runic helm, and can be cleared in about 8-11 min actively farming, or about 25min afking for a near, but not quite perfectly built pve character. Probably slightly less with the slayer weapon changes. The Hades dungeon has a 3% chance to drop something from the universal table, and the runic helm has a 2.78% drop chance with 16 variants. 4 of those variants are completely worthless, and only 5 are very good.
So on average to get a runic helm, which may or may not be good for your build, it takes
0.030.0278=0.000834% drop rate
= 5 ÷ 16
0.3125 x 100 = 31.25% chance that runic helm will be good(in general, not just for your build)
0.0008340.3125 = 0.000260625% good runic helm drop rate
1/0.000260625 = 3836.93 hades kills for the only item a PVPer would want
3836.93*11min = 42206.2 minutes = 703.43 hours = 29.3 days.
Let's be super conservative, and assume you're NEVER killed doing this, you never lose even time fighting somebody, you never have to bank or resupply you still need to add 10 minutes to every run for dungeon collapse. That's still 55.94 DAYS OF YOUR LIFE TO GET A SINGLE SHITTING ITEM.
Getting best in slot jewelry, even with the bugs that allow us to lockpick 5 mod jewls x6 the intended rate, is much less likely, and much more time consuming. Keeping this in mind, the highest boss kills on a character I've seen is like 120, and they're probably predominately group kills.. and there are players about who've had 10+ runics in their bank at a time. They used to be bought/sold among UFO members for 50k argents, which admittedly is worth a lot more than 50k argents now because of inflation, but still. Fucking nothing compared to 2 months of your life.
Honestly, runic helmet by comparison to the next contender is a pretty big deal, the resists allow you two, with certain builds change the fire resist piece of jewelry and still be at cap, leaving you with one free modifier on your jewls. Actually a huge power spike.
However, this is quite honestly not even slightly a problem until you're at the high-high end. The main problem here is poor direction, because there are only like 4 artifacts with a huge power spike attached to them, and everything else is very minor. Most players could farm 3 of those 4 within a week or two. Some on their character's first day. There isn't enough direction for newer players, in terms of gearing especially those who care about power gaming/mechanics over theme/exploration.
Problem 2) everybody is bad at this game
Like really bad. I'm convinced there's not a player in this game I couldn't beat, but I'd consider myself bad too. The reason everybody is bad, is because the frequency with which people are able to fight each other due to the many constrains is far too low. PVP cannot be profitable in Linkrealms, and for fun PVP does not exist. I've seen this in so many other games, example Haven and Hearth(W3-7) no way to safely duel, and was perma death in a game with infinite leveling. There were like eight players in that entire game who were dedicated enough to actually fight and get better, while occasionally dying on months/years old characters to get good. It's the same here, even if a lot less hardcore.
I'm yet to see a single player who even runs at the right time, nobody knows how much damage their enemies should be doing, nobody knows ranges, nobody switches gear out fight to fight. There are like 5 strategies VAN members have come up with, absolutely unbeatable 1v1 builds and we simply cannot use them because we don't want them to be used against us. In any real competitive game people would've found, tested, and countered these builds on day 1.
For people to like Linkrealms for its PVP, they have to be good at its PVP. For them to be good at its PVP they need to be able to more commonly engage in its PVP, without being set back hours on every death due to RBS loss, or simply not learn anything because fighting crafted gear vs. creafted gear is nothing like artifacts vs. artifacts. @Prometheus tournaments, please!
Problem 3) scouts are fucking dumb
VAN uses them, INC uses them, BR uses them, NWO uses them, random individual players use them. People would be angry if you stopped them from using them, because they paid money(or argents) in order to get them for the sole purpose of scouting. I realize there is no way to absolutely stop people, no matter what you introduce there will always be a way around it. Either way, it's an obviously unfair/unpleasant mechanic that nobody likes. I'd quit most games if something similar were common, so it's safe to assume the more common less nerdy people would too.
I see two potential ways to lessen scouting.
add a toll to dungeon entry, or a required risk for entry in conjunction with a mechanic that frequently uncovers stealth (like fire in hades, random storm damage in blackwoods, etc) or a mini-game/captcha code that cannot be completed automatically without breaking your custom client rules.
Simply ban it. If you ban it I will absolutely change the PC-name/IP of all of my clients, and try to get around it that way, so it needs to be a pretty zero tolerance/encompassing/moderated/poopy rule. The moment it becomes a zero tolerance/encompassing/moderated/poopy rule, I'll be joining another guild and framing them for using scouts.
I'd recommend 1)
Problem 4) a lack of content
It might be the case that newer players get to do a lot of exploring, but if somebody for instance, joins a high end guild they will have seen everything the game has to offer/maxed their character/gotten all of the reasonable important artifacts within 1-2 weeks. Obviously they won't have a runic helm in that time, but they will have seen every dungeon, event, monster and item in the game.
Mythyn Interactive is obviously very small, and can't currently afford to just add a cbillion new dungeons/bullshits to do, so I'd suggest just giving people a weeks/bi-weekly thing to do. Tournaments is one answer, but I'd prefer that in conjunction with another PVPVE event. Just something people can look forward to doing better and better in, on an occasional basis. The only requirements for such in event, or participation / enjoyment at least would be
- rewards that are good, but not so good as to make the event be a requirement
- PVP that cannot be dominated by a single guild/player, or at least not to the point they're the only one rewarded
- Happen so occasionally as to be something to look forward to, something guilds will recruit for/players will log in specifically for, but not so infrequently as to be irrelevant
Lots of people come back for these kinds of events in games, make a friend during and then have social content to come back for. Every researchy bullshit mind control study I've ever read about MMOs has claimed this is the most effective way to increase player retention, other than the routine crap from facebook/mobile games.
Problem 5) No reward from PVP
While I realize the 'real' end game is grinding endlessly for better gear, in my experience a majority of the people who play this game at the high end do so purely for PVP. The is absolutely no reward from PVP, and I'd suggest this is another reason retention is low.
With the current drop rates for artifacts, or honestly, with any reasonably small change to the gearing system items dropping would be worse for the game then good. It would make 95% of all currently useful content worthless, and I would argue would absolutely ruin the game. The people who suggest this haven't at all thought of the implications.
For there to be a reward for end game PVP, in my mind, the only options are:
- Increase the value of consumables greatly
- My previously mentioned insurance / bountry
- PVP scoreboards / mini games that give dick waving privileges
- My previously mentioned required risk / toll for entry into dungeons / certain zones
Problem 6) There's a massive advantage in owning certain land, and no counterplay
I'm personally of the opinion the realms in the volcanic/hades/lizgoth zones should not be allowed to be owned by players, unless for a short period if done through a PVP event or something. perhaps that could be the aforementioned weekly/bi-weekly tournament, a PVP game of resource gathering/PKing score/whatever to get a realm lease there.
The Volcanic zone is just where owning the right realms is the most obvious of an advantage, but personally I'd prefer all realms be contestable, even if it's very expensive/time consuming to do so. A guild with a good teleportation network so they can quickly aid friends/gank enemies is at MASSIVE advantage over others, and once the land is owned there is absolutely no reasonable counterplay or way to take it from them.
Problem 7) Inflation
As stands with the right farming methods most player's characters are capable of farming 120k+ per hour, and that's a conservative estimate. While there are limited farming areas in the game, they're not very contested, and require little/no risk to be farmed. Absolutely nothing is traded for argents, and that's because the only noteworthy thing an argent buys is claimstakes/the shittest heals for PVE.
Argents having a higher value would greatly help newer players, since it could be made so purely the lower level training areas are effective in terms of pure argent farming, leaving them with a lot of relative power in the economy. Obviously higher level / more contested areas will drop items of higher value, but everything's argent price within the economy would be from the bottom up, rather than the top down. If argent spots somehow become more valuable in terms of value:time than the higher level spots, the economy will simply even itself back out by way of argent oversaturation by comparison to item saturation from the higher level spots.
The above would obvious need to be in conjunction with more argent dumps, for example
- The above insurance system item
- Higher realm maintenance costs
- MUCH higher price for Lizgoth maps
- Pstone vendor charging argents in conjunction with Pstones, or charging argents for you to pick/increase chances for a certain item
P.S: I realize that the playerbase would go up to a reasonable level if Linkrealms just went free to play, or with any reasonable amount of expensive expensive advertising, but I suspect Prom/Urial want to polish their product as much as possible before they really show it off to the world.
RE: Reporting Holya/x-star/Xeraeth its this Legit GM?
@vorgoth333 I may not have a life, but at least I have all these sweet artifacts
RE: Holya admits to using an exploitative client.
@sefer I only have about 8% more damage reduction, and 10 more hit points than somebody in crafted gear. People on your team have more artifacts than I, namely LDK and drew.
Additionally I'd point out I've somewhere closer to 600+ kills easy, it's just they're counted weird. oh, and 3 of those deaths were to disconnects/client not responding. Trust me, if I were controlling 2/3 of the characters on your team, even if they had worse gear than they do now your side would win easily.
P.S: The death of mine that Clav posted was from the first week I played
RE: Why your hatred for [VAN] and Holya should inspire you, increase game population, and why you should reconsider quitting.
@Xanthirius Hay, if you need money for a guild charter you'll probably periodically find me in Riverbank
New Player Appreciation Thread
[VAN] ganking Vorgoth
New video: https://www.youtube.com/watch?v=3G3ybakPw7I&feature=youtu.be
Related thread: http://forums.linkrealms.com/topic/1323/equips-are-gone
related thread: http://forums.linkrealms.com/topic/1324/reporting-holya-x-star-xeraeth-its-this-legit-gm
VAN Vs. NWU
Characters involved: Holya Secundus, and X-Star versus Trippyk, Egg, The Turk, DARKTITANIA, and DarkMiraxus
About 5 minutes of being chased wasn't recorded, since I didn't expect to be attacked by allies.
RE: How to play Linkrealms
- Will non-found accounts attached to a beta key be allowed continued access to the game?
- Will non-found accounts who accessed the game during the open weekend be given continued access?
- Will non-founder accounts that have been used to purchase credits be given continued access?
- Will the founder prices differ from the price of purchasing the game on steam?
I realize the first few were answered by your #2, but I wanted to be sure before giving you all of my money.
An argument in favor of murdering innocents
Safe zone PVP in its current form is broken.
Disclaimer: I realize safe zone PVP is a bandaid fix, and is not intended to always exist. However, the system currently in place is worse than PVP simply being disabled, or alternatively a better system could be put in place by copy pasting other mechanics/changing values.
I would hope to prove with my argument:
- Being a white in safe zone PVP is an absurdly huge advantage
- From a mechanical perspective anybody who attacks somebody within the safe zone is a criminal
- The safe zone PVP restrictions are not immersive, or thematic
- Safe zone PVP in its current form is bad for community
Being a white in safe zone PVP is an absurdly huge advantage
Firstly, there are the bugs:
A red player's spirits will not attack a flagged white player
Players can debuff/buff/heal without being flagged
Most AoEs don't do damage
One can still teleport in combat(sorta)
A white can unflag at any time they wish
This alone is more than enough to skew any otherwise competitive fight so significantly in favor of the whites(aggressors) that they should never realistically lose. The biggest advantage, however, is the fact that a team of whites may flag themselves on a single red, but remain unflagged and unattackable by all others. Why, in a team based/social game, should it ever be impossible for me to help my team when a group of hostile players is attacking one of us? There is absolutely no reason for such a large unearned advantage to be given to whites, it being literally impossible for any red(s) to defend themselves in any similar situation.
From a mechanical perspective anybody who attacks somebody within the safe zone should be a criminal
Recently the criminal/assassin system was updated so that assassins are only punished for being red if they're also criminals(attacked first), making it seem very inconsistent that the opposite is true in the safe zone. If we're being realistic every single player who currently participates in Linkrealms as a whole has, and without punishment would participate in constant murder.
BR consistently roamed in gank squads of 5-6, murdering everybody they could prior to the update, and when UFO was around. NWO did the same during the steam release. ROK seems to fight BR sporadically, and attacked(but sadly not gained assassin points from) attacking white VAN characters. Finally INC was the dominant PVP guild prior to VAN's take over. Everybody exploits the weak when they can; and the criminal system to a large extent has stopped the common player from doing that. Regardless of near every player being incredibly hostile, at least to somewhat old players. All of the above players are considered "innocent" by the game.
However, one could argue that 1) a red player in the safe zone is ALWAYS weaker, 2) there is absolutely no risk for a white to attack, and 3) the white is inherently the aggressor.
From a mechanical perspective in this instance the red can only be a victim, and the white can only be the victimizer.
The safe zone PVP restrictions are not immersive, or thematic
This argument is sorta obvious, I mean.. Leess pretend LR si real life, and VAN is some vicious clan of 6 guys who've somehow on an individual basis murdered up to ~800 people. Is that clan going to just passively watch is 6 angry peasants that together that could easily slaughter attack their leader? In reality are the peasants going to act more aggressively towards their bandit overlords when they're in town, or are they going to be begging them not to burn their shit and take their virgins. s'dumb.
Safe zone PVP in its current form is bad for community
Red players being discouraged from generally hanging out/socializing in the safe zone hurts the community. This would likely be less noticeable were the game currently more populated, but even once the game does become more populated presumably a majority of the better players will end up red, and removing positive interactions between new/veteran players is very obviously bad.
Not every player killer is an asshole, not every commoner too afraid to become an assassin is helpful and kind. That li'l Mexican bleeding heart Myhal keeps giving new players tart potions/Argents/advice, and occasionally warns them to flee when I'm coming to murder them. Seriously, it gets annoying. Kapich to some degree does the same, except he's too much of a Jew to give people shit. Vetro can't shut up about our strategies and vaguely tells bads how to play just to prove he knows.
On the other hand, I've received significant unwarranted abuse, disrespect and generally negative attitude from a large number of whites on the server, in addition to some very actively trying to scam unknowledgeable players in trade. It's not just me who's experienced this, a couple EX-NWO members claim to have received more help from me, and naught but negative experiences from their white guild. Probably didn't need to write two paragraphs about how individuals in different circumstances may or may not be poopy butt babies, but here we are. x:
The fixes I see most favorably are:
Flag any whites who attack a red as a 'hero' for 5 minutes
Anybody may attack somebody flagged as a hero, or criminal
An innocent attacking a hero flags them as a criminal, and will be assigned assassin points upon the hero's death
Enable the looting of corpses, and the loss of blessings inside Riverbank if the victim is an assassin/criminal/hero
Healing/Debuffing/Buffing a hero/assassin will flag the caster as a hero/criminal respectively
Obviously fixing the bugs related to spiritualism, and AoEs
Disallow assassins entering riverbank
Turn Ravenfeast into the red town until such a time as another ins introduced
- Just disable PVP in Riverbank
@Developers in its current state Riverbank PVP is legitimately awful, please fix it. On a side note the 'hero' solution has the alternate effect of disabling Riverbank/Ravenfeast as safe zones for whites exclusively if they attacked first. I'd like that change too.
RE: Accepting all 1v1s (Battles vs. Myhal, Xeraeth, Dreworok enclosed)
RE: Some Questions.
@Abb I'm unsure if you gain skill at a different rate from different low level chests, but you will gain experience from them if you've used a boost to be able to LP them. Just remember to take your jewelry back off when you go back to picking level 30s, so you fail more.
RE: Understanding reflects and speed
@Abb low fame random drops have a chance to get 10%+ physical reflect as one of the modifiers, it's super easy to get 100%+. If you really wanted to go all out you could get the porc hammer+thorn set in a day or two resulting in at least 160% physical reflect.
It's bad though. Everybody's running around with 70/70/70 resistances, so with 160% reflect your real world reflect is 14.4%, and that's assuming it doesn't cap at some point as Vetro suggested. It could work better in PVE vs. some mobs that have high damage/low armor, however.