Serann said:
Actually, high player counts is exactly what we don't want on NA, because it attracts the people who do not RP.
And believe it or not: yes, no RP does eventually lead to random sword swinging.
For example: we had the "French Kingdom" on NA, an average faction of EU. And of course, they didn't fit in.
There were no wars for them and so, they quickly became an annoyence and started randoming.
So it seems that yes, no RP does in fact mean randoming, if the person is stuck in a "full" RP server
Well, glad to see we're in agreement =p.
In my opinion, in addition to just having RPer's and Non Rper's, there's also multiple levels of roleplay that you need to cater to. For example, I'm a moderate roleplayer. I like to go into detail, I engage in long IC conversations, and enjoy politics, intrigue, etc. However, I still enjoy nonsensical or rather far-fetched roleplay (when its done well), such as Vampires, Werewolves, etc. I'm fairly open minded. Some things that would support this game mechanics wise are persistent cash and item inventories, persistent invite-only factions, etc.
Now, there's also Light roleplay, which is essentially just the politics and intrigue occasionally mixed in with many, many battles, taxes, etc. You could call it slightly more roleplay than the alleged 'roots' of the mod. An example of this would be a faction in game called "The Werewolves", who go around howling and such, trying to rob people, and negotiating with other kingdoms. They won't sit down for a conversation for more than 15 minutes and experiance essentially 'memory loss' every few hours when their character takes on a new role (such as switching from a Werewolf to a Vampire because of bordom). Some game mechanics that would help this would be things like increased weapons, easier means of amassing money, and other things that lead to action far more quickly.
Then there's Heavy roleplay, which is a step above medium roleplay. This is where you have players that attempt to realistically create/recreate a world with very specific codes of conduct (for example, there would be no tolerance of Islam in Christian lands, or Serfs would be killed/tortured for failing to show proper respect to a higher member of society). Game mechanics that would help them out would be in game limitations for factions (for example, if you're apart of an ethnic muslim faction, you couldn't use European armor or weapons even if they were dropped), and other such things to promote realism.
Finally, there's non roleplayers. This is an easy demographic to track, since they don't assume an alternate identity, and simply set out to enjoy themselves (usually by means of instant gratification methods, like fighting, or amassing large amounts of money). An example of this would be a faction called "Blackwater USA", which does nothing other than rob people, fight, and kill for the hell of it. Another example would be randomers (in the more extreme end of this polarization). Game mechanics that would help them out would be things like balanced weapons, additional ways to make money and purchase different goods, etc.
With all that said...
I think that the best approach is not to have one server catering to all of these demographics, as it leads to frustration and a high turnover rate for players. Instead, by focusing on a niche, and having competitively hosted servers, you can accommodate the play-styles of each demographic individually.