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Discussing the Marauder Faction/Cult

Tamarea,

Have you examined the retention rate of players that have taken the marauder rite? From my in-game observations it is much lower than that of other factions during the same time period, however maybe there is data that shows otherwise.

With all respect to the volunteers and staff- I am seeing my friends try the marauder faction and then disappear from the game when they see that it is not enjoyable and difficult to reverse that alignment. This is very demotivating and unacceptable to me.

The Marauder players think that their faction needs more content to be viable- Probably to the point that you will need to build them a fully functional capital or nation.

I however am arguing that even with new content the Marauder faction will not thrive because it isolates a group of players from the larger community. The point of Atys, in my humble opinion, is that the different factions do interact, but with marauders there is no room for compromise. Their leaders have declared war on all the other factions, so whether they like it or not, they are the bad guys- and this does not make the game enjoyable for Marauders or the rest of the players. So not being able to compromise and interact nicely with the Marauder faction is an inherent flaw that will not be solved, regardless of how much new marauder content is added.

These are the reasons why I think the playable marauder faction is not a good investment and that action (like phasing it out completely, or indicating that additional marauder content is not a priority, or adding a mission to allow players to more easily un-do the marauder conversion process) needs to be taken:
1) The playable marauder faction does not make the game more enjoyable
2) it would take too much work to satisfy their growing needs/requests
3) players are leaving the game because of it.
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Last visit miércoles 27 noviembre 03:10:30 UTC
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