Voltaire
Authorized
- Joined
- Aug 11, 2014
I vote for 2x experience rate and 4x experience rate for dungeons to promote low level dungeon groups [dungeon exp is seriously bad in vanilla, it was boosted later (from 1x up to 3-4x) by blizzard to promote dungeons aswell.]
I also like the idea of having a command to join battlegrounds for level 10-59 players because otherwise low level battlegrounds will be 100% dead (They're even dead on the most populated private servers). This function is nothing game breaking and would only serve a good purpose (experience gained from BGs is non-existent and there are no rewards. It would literally take half a year to grind BG faction reputation to a useful level before the lvl 60 bracket)
I'm all for a true 100% blizzlike server just as any other, but it does get ridiculous if it means that we have to endure all the bugs & annoying shit which just didn't happen to be fixed or modified at the end of 1.12.1 because of "Hey! That would make it so unblizzlike" reasons.
Also starting out with a 1x experience rate and if need be then increasing it some time in the future as suggested by someone will not work as the success of the launch will make or break the server. Improvements and modifications made later won't save the server. This has been evident for every single vanilla project which tried to save themselves this way (They all failed.)
1-2x experience rate should be a good compromise as 2x experience is still relatively slow, but takes away the hopeless grindy feeling (Many of us have been playing on multiple if not several private servers and have leveled up dozens of characters - to us the leveling process is not really the most intrigueing part of the game. It gets rather dull.) Should keep the 40% (judging by the results of the poll), who are mainly in it for the end-game & PvP motivated.
Fear of the server potentially failing keeps a dozen people I know away from this server if it launches with 1x rates. They can't be bothered to risk investing 1-2 months into leveling if there's a chance that the server might not pick up and die 5-6 months later. It's good that people have hope in this project, I do aswell, but we have to be realistic - many projects were promising, they promised perfect scripting, they released flashy perfectly edited promotional videos about their unique bug fixes, which raised a lot of hype. They all had good, mature communities, which had these exact same type of discussions full of hope and they all were also so very certain that their project was destined to be awesome, population growing into the thousands and that they would succeed, but one after another they all failed (It's the 2nd or 3rd launch for Kronos aswell.)
And this server won't really pick up if it doesn't have the REALISTIC potential to hit 1k+ online players at any given time ASAP. As in the end the server population will make or break the server.
A LOT of players hate Feenix, but they still play there because of this exact reason, it's pretty much the only thing that keeps them alive and so successful, because people want to play and experience a true MMO feeling, but there are no alternatives which would even come close in population numbers, so they are stuck there. The server does suck, but it does actually feel as original vanilla WoW felt because you see players around every corner, in a way it's even better as the EU,US & Oceanic communities all play on the same server, which means that the server never really sleeps, which did happen on official servers at night hours. Doesn't really feel like an MMO with 400 players. People hate on Feenix, bitch about the abusive staff and immature people on the world chat (which is a player created optional channel anyway), whine about the crappy scripting and yet they log on every single evening to play for 4+ hours - It does get a bit ridiculous when you think about it. They are stuck in a vicious circle with nowhere to go. And that is what Feenix thrives upon.
In a way the project staff would need to compromise and cater to both the hardcore 1x rates promoters and the endgame PvE & PvP playerbase (which is a lot greater in numbers, they are just put off by the illusion that this server might end up being 1x rates or they just haven't stumbled upon this project yet.)
Looking through the comments many people think that anything more than 1x experience rates would be off putting, but the risk of the growth of the population halting before it hits 1k condemns this server in the eyes of many and alerts me aswell (Yes, 400 people voted for the 1x option, but experience shows that ~20% of them won't start playing when the server launches and 50% of the remaining ~320 people will never make it to level 60 because of whatever various reasons.)
Shouldn't fall for the illusion that the grand majority of the community wants 1x rates. This project just happened to pick up and build on a small number of 1x rates promoters (Community for now mainly consists of the loyal previous Kronos' playerbase, who would play on this server anyway and a few dozen hardcore 1x rates promoters, who just happen to make the most noise and post a lot, doesn't mean that their truth is the only truth, doesn't mean they're always right nor does it mean that this server will be successful only if it respects every single wish this hardcore 1x rate community throws at them.)
It doesn't mean that there aren't other capable great potential player bases out there and they shouldn't be ignored. The staff should try to appeal to more than one group of players - shouldn't place all your eggs into one basket.
2x experience would be a good compromise.
I also like the idea of having a command to join battlegrounds for level 10-59 players because otherwise low level battlegrounds will be 100% dead (They're even dead on the most populated private servers). This function is nothing game breaking and would only serve a good purpose (experience gained from BGs is non-existent and there are no rewards. It would literally take half a year to grind BG faction reputation to a useful level before the lvl 60 bracket)
I'm all for a true 100% blizzlike server just as any other, but it does get ridiculous if it means that we have to endure all the bugs & annoying shit which just didn't happen to be fixed or modified at the end of 1.12.1 because of "Hey! That would make it so unblizzlike" reasons.
Also starting out with a 1x experience rate and if need be then increasing it some time in the future as suggested by someone will not work as the success of the launch will make or break the server. Improvements and modifications made later won't save the server. This has been evident for every single vanilla project which tried to save themselves this way (They all failed.)
1-2x experience rate should be a good compromise as 2x experience is still relatively slow, but takes away the hopeless grindy feeling (Many of us have been playing on multiple if not several private servers and have leveled up dozens of characters - to us the leveling process is not really the most intrigueing part of the game. It gets rather dull.) Should keep the 40% (judging by the results of the poll), who are mainly in it for the end-game & PvP motivated.
Fear of the server potentially failing keeps a dozen people I know away from this server if it launches with 1x rates. They can't be bothered to risk investing 1-2 months into leveling if there's a chance that the server might not pick up and die 5-6 months later. It's good that people have hope in this project, I do aswell, but we have to be realistic - many projects were promising, they promised perfect scripting, they released flashy perfectly edited promotional videos about their unique bug fixes, which raised a lot of hype. They all had good, mature communities, which had these exact same type of discussions full of hope and they all were also so very certain that their project was destined to be awesome, population growing into the thousands and that they would succeed, but one after another they all failed (It's the 2nd or 3rd launch for Kronos aswell.)
And this server won't really pick up if it doesn't have the REALISTIC potential to hit 1k+ online players at any given time ASAP. As in the end the server population will make or break the server.
A LOT of players hate Feenix, but they still play there because of this exact reason, it's pretty much the only thing that keeps them alive and so successful, because people want to play and experience a true MMO feeling, but there are no alternatives which would even come close in population numbers, so they are stuck there. The server does suck, but it does actually feel as original vanilla WoW felt because you see players around every corner, in a way it's even better as the EU,US & Oceanic communities all play on the same server, which means that the server never really sleeps, which did happen on official servers at night hours. Doesn't really feel like an MMO with 400 players. People hate on Feenix, bitch about the abusive staff and immature people on the world chat (which is a player created optional channel anyway), whine about the crappy scripting and yet they log on every single evening to play for 4+ hours - It does get a bit ridiculous when you think about it. They are stuck in a vicious circle with nowhere to go. And that is what Feenix thrives upon.
In a way the project staff would need to compromise and cater to both the hardcore 1x rates promoters and the endgame PvE & PvP playerbase (which is a lot greater in numbers, they are just put off by the illusion that this server might end up being 1x rates or they just haven't stumbled upon this project yet.)
Looking through the comments many people think that anything more than 1x experience rates would be off putting, but the risk of the growth of the population halting before it hits 1k condemns this server in the eyes of many and alerts me aswell (Yes, 400 people voted for the 1x option, but experience shows that ~20% of them won't start playing when the server launches and 50% of the remaining ~320 people will never make it to level 60 because of whatever various reasons.)
Shouldn't fall for the illusion that the grand majority of the community wants 1x rates. This project just happened to pick up and build on a small number of 1x rates promoters (Community for now mainly consists of the loyal previous Kronos' playerbase, who would play on this server anyway and a few dozen hardcore 1x rates promoters, who just happen to make the most noise and post a lot, doesn't mean that their truth is the only truth, doesn't mean they're always right nor does it mean that this server will be successful only if it respects every single wish this hardcore 1x rate community throws at them.)
It doesn't mean that there aren't other capable great potential player bases out there and they shouldn't be ignored. The staff should try to appeal to more than one group of players - shouldn't place all your eggs into one basket.
2x experience would be a good compromise.
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