Azherae wrote: » CROW3 wrote: » TheDarkSorcerer wrote: » 6 months is a little much in my opinion. Make it 30 days then. But not six months. Ex, if i find out a friend of mine is playing but on a different server, do i need to wait six months to be able to play with him/her? No. One of you just has to reroll on a common server. So, for my data, what exactly is the thing we're trying to avoid here? We acknowledge that a player can 'just reroll', and I would generally assume this means any reputation or whatever they have 'lost', is lost. Is it just 'no, you have to spend all the time you spent originally, again'. I agree with and understand all the 'you can't take it with you', but I'm wondering if, for example, you could give a character some ease in terms of how quickly they can level, or access to certain specific things like their Affiliations. Not necessarily as 'you get to take this with you', but moreso 'you can choose to ReRoll character A' (as like, an explicit function) and get Tokens or something that will increase your rate of leveling your profession, Archetype, reputation with X organization on the new server if you use the same name or some assigned name based on it. Disallowed for newer servers obviously. I'm thinking that there is a middle ground between 'protect us from people who will reroll to get out of social jail' and 'nope it doesn't matter what your previous invested time was', so I'm wondering where that middle ground is for others, if any. For me, I don't really care if people can server change, other than the obvious negative effect it has on economies and similar, so accelerating their growth back to 'where they were', even if it allows some people to 'jump ship' off a server that they gave up on for some reason, more easily, doesn't strike me as bad. As long as they have to participate still, to re-level, to do the work again, just more quickly (i.e. costing less resources outright), is it still bad, and if so, why?
CROW3 wrote: » TheDarkSorcerer wrote: » 6 months is a little much in my opinion. Make it 30 days then. But not six months. Ex, if i find out a friend of mine is playing but on a different server, do i need to wait six months to be able to play with him/her? No. One of you just has to reroll on a common server.
TheDarkSorcerer wrote: » 6 months is a little much in my opinion. Make it 30 days then. But not six months. Ex, if i find out a friend of mine is playing but on a different server, do i need to wait six months to be able to play with him/her?
TheDarkSorcerer wrote: » Azherae wrote: » CROW3 wrote: » TheDarkSorcerer wrote: » 6 months is a little much in my opinion. Make it 30 days then. But not six months. Ex, if i find out a friend of mine is playing but on a different server, do i need to wait six months to be able to play with him/her? No. One of you just has to reroll on a common server. So, for my data, what exactly is the thing we're trying to avoid here? We acknowledge that a player can 'just reroll', and I would generally assume this means any reputation or whatever they have 'lost', is lost. Is it just 'no, you have to spend all the time you spent originally, again'. I agree with and understand all the 'you can't take it with you', but I'm wondering if, for example, you could give a character some ease in terms of how quickly they can level, or access to certain specific things like their Affiliations. Not necessarily as 'you get to take this with you', but moreso 'you can choose to ReRoll character A' (as like, an explicit function) and get Tokens or something that will increase your rate of leveling your profession, Archetype, reputation with X organization on the new server if you use the same name or some assigned name based on it. Disallowed for newer servers obviously. I'm thinking that there is a middle ground between 'protect us from people who will reroll to get out of social jail' and 'nope it doesn't matter what your previous invested time was', so I'm wondering where that middle ground is for others, if any. For me, I don't really care if people can server change, other than the obvious negative effect it has on economies and similar, so accelerating their growth back to 'where they were', even if it allows some people to 'jump ship' off a server that they gave up on for some reason, more easily, doesn't strike me as bad. As long as they have to participate still, to re-level, to do the work again, just more quickly (i.e. costing less resources outright), is it still bad, and if so, why? Hm, we can agree to disagree. But what if i choose a server that can currently handle my PC that has a low to medium amount of players in it. 2-3 years in with lots of hours invested into my character, i see how the population is decreasing by day in that specific already low/medium populated server. I decide to upgrade my PC so i can play on a server with more people in it. Should i then be punished to redo everything again? I don't agree with that. That is a bad player experience and will drive casuals away.
TheDarkSorcerer wrote: » But what if i choose a server that can currently handle my PC that has a low to medium amount of players in it. 2-3 years in with lots of hours invested into my character, i see how the population is decreasing by day in that specific already low/medium populated server. I decide to upgrade my PC so i can play on a server with more people in it. Should i then be punished to redo everything again? I don't agree with that. That is a bad player experience and will drive casuals away.
TheDarkSorcerer wrote: » Hm, we can agree to disagree.
Anarchy23 wrote: » With all the Differences in servers, what are server merges going to look like. A lot of the same points people are making about player transfers are going to have to exact same problem when 2 servers have to merge because low population. Gear, achievements, augments one server has one doesn't, different nodes, node levels. That one of a kind legendary sword, ( now there are 2 or the players lose them or what).
SirChancelot wrote: » What if on top of time gated restrictions, and not being able to move materials you needed to have sponsors to the server you wanted to go to?
Azherae wrote: » So, for my data, what exactly is the thing we're trying to avoid here?
BlackBrony wrote: » Well if you don't have time to play then maybe Ashes is not the game for you. The same principle applies to moving countries, changing jobs and shifts. Start from zero.
Dygz wrote: » Anarchy23 wrote: » With all the Differences in servers, what are server merges going to look like. A lot of the same points people are making about player transfers are going to have to exact same problem when 2 servers have to merge because low population. Gear, achievements, augments one server has one doesn't, different nodes, node levels. That one of a kind legendary sword, ( now there are 2 or the players lose them or what). Destroy both of the low pop servers during an Event and then have those characters appear on a new server - rising from the ashes of the old ones like a Phoenix.
Dygz wrote: » Either side of what? It's the rebirth of the world for both servers, so...gear and achievements wouldn't be an issue. Augments wouldn't be an issue, either.
Percimes wrote: » Yeah, most issues are overblown. One player here and there changing server doesn't make much of a difference in the grand scheme of a server. A large guild moving all at the same time could be problematic. .
Anarchy23 wrote: » Maybe I just don't understand your idea. How would those not be issues? You can't just say those aren't a issue without giving a reason. You also ignored the idea of people not being happy about losing everything they progressed about their own server. Its basically a reroll but you start at lvl 50 with full gear. You have 2 completely different worlds coming together. half the population would have gear, augments, achievements, recipes unlocked from specific node events that the other side doesn't have because they had different nodes unlocked on their realm. Unique items and one of a kind legendries that there are only suppose to be a few or 1 of would now be doubled if each server had one before the merge.