Zergs and difficulty of entry willl kill this game again

    • Zergs and difficulty of entry willl kill this game again

      The game was dead before free to play launch. Thats the whole reason it went free to play in the first place. There really needs to be some changes in regard to players just forming massive zergs and face rolling everyone. The amount of territory out there that is controlled bye the same 3 alliances is kind of sad. there is no real diversity in the top tiers of game play. I feel if its not addressed the game will just bleed off all the population it has gained with the free to play launch.
    • So many threads about the zerg problem but the devs are still not taking about it at all. Many months ago during the friendly fire discussion they said they were unhappy with power projection but yet have fallen silent since. So many relatively easy changes that would drive impact to discourage zergs. A few below.

      *Spread season points evenly between all guilds in alliances.

      *Drastically cap total alliance player limit or just remove them all together. 300 players is way more than enough for all existing content available in game.

      *Only the Terri owning guild can use said Terri and fight in GvGs in that terri (no mercing).

      *All resource Terri's need to be attackable at war camp times instead of only like 1 out of 5 like today. This prevents the easy war camp lock downs the zergs enjoy today.
    • Mordocalypse wrote:

      The game was dead before free to play launch. Thats the whole reason it went free to play in the first place. There really needs to be some changes in regard to players just forming massive zergs and face rolling everyone. The amount of territory out there that is controlled bye the same 3 alliances is kind of sad. there is no real diversity in the top tiers of game play. I feel if its not addressed the game will just bleed off all the population it has gained with the free to play launch.
      It's the way this type of games go, check EVE Online for a fair comparison, launched in 2003 and supported almost 5 years for roughly 1000 players.
      Eventually they have managed to reach 5 times those numbers, and be a sustainable business for 16 years, not many games, or even other projects in the entertainment industry manage to survive that long, and all that time with mega-alliances ruling the galaxy, think nowadays the unstoppable one is called Imperium.

      And I don't think it's on SBI best interest to change this.
      Current game mechanics such as guild plots not being accessible for random players, farm plots requiring privileges to steal water crops, and so on, are all privileges for owning those plots, having territories, participating on GvG and having a strong guild economy to sustain these sort of activities.

      Those guys forming guilds and alliances are SBI more important/frequent customers. And they are probably the ones spending the most and having other players do the same by targeting together bigger goals in Albion.

      It could be argued ff the game starts to make life easier to solo players, you risk ending with something like Battle of Azeroth, where grouping is casual and not even required for most content, and that it's not a good place to be - there is a reason by Blizzard released Classic, right?
    • Theat wrote:

      MasterZedX wrote:

      Theat wrote:

      You can literally fight in 4.1 and 4.2

      There is no "difficulty of entry" except being scared to fight.
      The fact you can fight in 4.1 and 4.2 is why this games current state is garbo lmao
      The opposite is true.
      Any decent player doesn't have a valid excuse not to fight and die in Albion.
      Because all MMO's are about is fighting and dying, the remaining half of the game is waiting...
      IGN: MZX
      Twitch.TV/MasterZedX
      Creator of Godspear builds