Page 2 of 3
Re: Over all comunity merger, a larger player base.
Posted: Fri Nov 04, 2005 7:35 pm
by kaetemi
swe999 wrote:isn't that what I said?
yes, but i mean ALL languages

that would be kind of splitting up to even more eventually
(because it wouldn't be fair if there were region chats for english, french and german, but not for other languages)
every problem fixed, creates new problems
Re: Over all comunity merger, a larger player base.
Posted: Fri Nov 04, 2005 7:41 pm
by blaah
change is good, merge away
Re: Over all comunity merger, a larger player base.
Posted: Fri Nov 04, 2005 11:21 pm
by sprite
Leaving the language problem aside (which is the biggest reason not to merge) there are many issues that would arise from a total merge.
When the NA and EE servers merged, there was a massive problem with the Kami tolerance - an increase in players combined with "all-times of the day" digging meant that the KT was permanently depleted for most players. This would be horrendous if all 3 communties merged.
From what I have heard on these forums, all 3 communities have different "average" perceptions and views on things; PvP, Roleplay, player-created "history"... This would all be pushed together and would probably cause confusion and concerns over which was the "right" way to do things. A more practical but probably less obvious/predictable example of this would be crafters - the prices for things are possibly quite different between the shards, creating a "price war" if we were merged. Add to this the effect of all of the different "best crafters" competing for custom, and I could easily see problems way beyond "just" forcing the new/less well-supplied crafters out of business.
As we heard after the Maurauder invasions, the 3 shards have already had different outcomes for the storyline events; even if these are quite small so far (or maybe quite large - the German shard failed to defeat the first invasion while Arispotle sounded thrashed them in both tomezones, admittedly with what I would consider a poor turnout for the later of the two) the differences would make the continuity of the storyline a nightmare for the event guides.
Re: Over all comunity merger, a larger player base.
Posted: Sat Nov 05, 2005 12:33 am
by neofreak
sprite wrote:Leaving the language problem aside (which is the biggest reason not to merge) there are many issues that would arise from a total merge.
When the NA and EE servers merged, there was a massive problem with the Kami tolerance - an increase in players combined with "all-times of the day" digging meant that the KT was permanently depleted for most players. This would be horrendous if all 3 communties merged.
From what I have heard on these forums, all 3 communities have different "average" perceptions and views on things; PvP, Roleplay, player-created "history"... This would all be pushed together and would probably cause confusion and concerns over which was the "right" way to do things. A more practical but probably less obvious/predictable example of this would be crafters - the prices for things are possibly quite different between the shards, creating a "price war" if we were merged. Add to this the effect of all of the different "best crafters" competing for custom, and I could easily see problems way beyond "just" forcing the new/less well-supplied crafters out of business.
As we heard after the Maurauder invasions, the 3 shards have already had different outcomes for the storyline events; even if these are quite small so far (or maybe quite large - the German shard failed to defeat the first invasion while Arispotle sounded thrashed them in both tomezones, admittedly with what I would consider a poor turnout for the later of the two) the differences would make the continuity of the storyline a nightmare for the event guides.
First post that actually makes sense in this thread.
I do think that crafter/digger wars would become more wide spread(that includes aggro dragging made so popular recently

) as good resources would become very scarce. These are good enough reasons for me to say NO!

Re: Over all comunity merger, a larger player base.
Posted: Sat Nov 05, 2005 2:22 am
by kaisone
All right. From what i have read many of you missed few key points that could make the game peaceful for all. I rather write a detailed guide with in game interface/graphic illustrations then explain the positive and negative effects. Also to counter the diverse negative effects of EP2 and the upcoming Chapter III.
Also the storyline can still be syncd.
Thanks for all who participated in this thread, and will post the definitive guide to overall merger within few days. Please please don't turn this thread in to a PvP delirium.
Ps:- I would need someone to manually translate the definitive guide to overall merger to post them on the other communities, anyone who is willing give me a PM (already enabled pms).
Re: Over all comunity merger, a larger player base.
Posted: Sat Nov 05, 2005 12:01 pm
by blaah
sprite wrote:When the NA and EE servers merged, there was a massive problem with the Kami tolerance - an increase in players combined with "all-times of the day" digging meant that the KT was permanently depleted for most players. This would be horrendous if all 3 communties merged.
so, in other words, "we lucky that server population is small" ?

KT will recharge in 11 hours 37 min 40 sec (assuming full is 10000 mats and 860 mats per hour)
KT will deplete in same timeframe if there is 4.3 ppl digging, each 400 mats per hour.
thats for one area, but there are lot of safe areas now (thx for super herbies).
some are easyly accessible, others not. tp is usually too far, so ppl dont bother.
90% of atys is not used currently.
DONT hide on "with 3 servers merged KT will be real problem" excuse.
3 languages are real problem.
Re: Over all comunity merger, a larger player base.
Posted: Sat Nov 05, 2005 1:47 pm
by cygnus
My immediate reaction was similair to sprite's regarding kt, crafting etc and you can throw named mobs and bosses into that scenario as well. I'm sure the devs have that in mind though as they want to increase the player base regardless of any merger idea so it makes sense that there is a kt setting for xx amt of players etc.
I'm sure the storyline could easily be written or an event created to level that part off as well.
The bit that will never work imo is the language barrier. It's hard enough now to keep up with the chat when a big event is on, add in the new chat channels for the FvF zone and its even harder, throw 3 different languages into region chat and you have utter chaos. I just cant see a way you could set it up so that everyone could follow what was happening and it would be a nightmare to organise and run events, let alone the general day to day playing of the game.
A definate no way from me I'm afraid
Re: Over all comunity merger, a larger player base.
Posted: Mon Nov 07, 2005 3:48 pm
by kgrieve
I did meet a French player and she said that that the French server was oveloaded and had wandered over to Arispotle. We communicated fine with Emotes!
I wouldn't mind a common country that could be reached from all Shards.
Re: Over all comunity merger, a larger player base.
Posted: Mon Nov 07, 2005 3:56 pm
by thlau
I know a whole guild moved from Arispotle to Aniro because of language issues, so I don't think it would be a good idea to add language issues to the timezone issues we already have.
Re: Over all comunity merger, a larger player base.
Posted: Mon Nov 07, 2005 8:20 pm
by marct
time zone and the languages are real problems here. If you sit on the NA side at the moment, even if you are on the East coast, it is still a major problem with the time zones. Right now, the majority of the player base is distributed in an 8 hour window. Why make this 9 or 10. Clearly certain events cannot take place twice.
Noin.