The Player influx.
I'm quite sure that while the events, our "outstanding" management and the relation with MM regiments did increase the player count. The Napoleonic wars DLC will create an BIG influx of new players since players will :
1. Play the DLC MM : NW
2. Try warband on multiplayer
3. See a server with 100+ player with mod "PW4_Beta2" ( We are in the top 3 mod with CRPG and MM currently )
4. Download the mod
5. A new player totally fresh with combat reactions to new environment. EG: Randoming , violent, knife-happy.
6. ???
7a. Turn into a proper role-play by some magical settings or by a good will community member or if he is punished by an admin who take time to explain him the rules
7b. Turn into a "barely following rules" warmonger.
8. PROFIT
Let get serious. We have 90-100 on united and around 60-80 on HC. This could raise by 40-80 with the DLC.
Like 145 players this afternoon
Are we ready ?
The question is now. Are we ready for them. What do we have to offer, how will they learn their first step in PW ?
And i know, what will people say. Make them monitor by admins, let them learn the rules. Show them the forums, and ban them if they don't follow.
In short. Teach and punish.
But when it's goes over 100 players we current don't have the manpower to enforce so much rules on so much people.
I said it severals but here the points with some current.
1. The normal ratio is one to 2 admins on the server, on rare case it's goes to 4.
2. Admins when they are alone, they cannot solve more than 1 out of 3 admins complains. Even several admins can found themselves overloaded ( this is mainly the case on United. Since the HCRP community and playerbase is handleable with 1 admin most of time)
3. A significant part of the EU side community can only talk and a understand a basic English.
4. At least 75% don't go read the rules and the rules are learnt on the spot from players or admins, that why most of players don't know the complete set of rules current active.
According to this fact, the admin involvement is about as effective as a police force shooting down a few drug lords in mexico and leaving it alone the rest of the team.
No admin = No rules. A review of 1H of playing
Back to this afternoon, with 145 players and no admin, the situation was hopeless to try to control back since i knew i was going to be overloaded. So rather than letting people loose time with complain i did join undercover and checked the environment.
The standard "farming" commoner is mostly safe. While he may be engaged by a faction member or another commoner it's usually turn bad for the attacker since in crowded area there is a form of "civilian justice" where attacker get slayed on the spot by some commoners knights.
Same for outlaw robbing in outlaw area. Also, the town faction was doing a proper job on his own i could sell my branches safely.
I was kill by some outlaws bashing me with a mace but they didn't get long before getting hunt down by some angry commoners with wood cutter axe.
Seeing that i could do a better job in a faction i did join a powerful faction ( about 15 members).
With a decent lord, the convoy of iron was covered by our guards and we had nothing to fear from outlaw (and we were at peace anyway)
Following that, i did started to check the outlaw camp.
With the buildable defence, the outlaw camp was an dangerous area. As factions knights came for easy kill, they get surrounded and killed by some spear outlaws and their archers were shooting on anyone not an outlaw.
An impressive "randoming" yet faction members always use the outlaw camp as a training ground anyway. Like if it was a camp to farm outlaws.
Then we did go to war, the usual stuff, the lord wanted to put the banner inside before attacking but obviously a properly closed castle would not allow faction members with flag inside, so we had to go trough a siege. Which fail.
During this time. People used vote kick ( sometime "raging poll"), they called for bounty and the dead of designed individual over global chat and troublesome people were quickly put to the sword of some vigilantes.
With the arguably exception of the outlaw camp (who have a safe tower ) the safespawn did prevent nearly all spawn kill. And that lead me to one question.
The metagaming rules removal was gone unheard. No-one did actually care about that a few days after the removal.
And of course, people who get in the game by fighting will turn into war gamer , that something that happens everyday.
That not so much roleplay but that fun enough. Harsh and violent environment the strong survive, while might is right and in numbers lie power.
What rules do we actually need ?
Note that i'm talking about United. HCRP is a safe heaven for role player and i did told some people to apply as admins here to make sure we have enough to protect the rules and the RP environment.
However, can we afford to burn out admins like cigarette in a impossible task as the amount of players is growing ?
And i'm not talking about players coming from RP forums, half life roleplay, warband RP or things like that.
I'm talking about people, who will probably join regiments and play alone or as powerful team following the pattern of their musket regiments.
What we do with those. The more players we have, the less will care about the rules. Unless we change the rules, the players or the amount of admins.
As instead of going from
No admin : No rules
1 admin : rules for some people
3 + admins : rules for everyone who know about the rules.
To a simple ruleset, like RCC back then (+200 players ) use to have.
Feel free to give you opinion. As we still care about.
I'm quite sure that while the events, our "outstanding" management and the relation with MM regiments did increase the player count. The Napoleonic wars DLC will create an BIG influx of new players since players will :
1. Play the DLC MM : NW
2. Try warband on multiplayer
3. See a server with 100+ player with mod "PW4_Beta2" ( We are in the top 3 mod with CRPG and MM currently )
4. Download the mod
5. A new player totally fresh with combat reactions to new environment. EG: Randoming , violent, knife-happy.
6. ???
7a. Turn into a proper role-play by some magical settings or by a good will community member or if he is punished by an admin who take time to explain him the rules
7b. Turn into a "barely following rules" warmonger.
8
Let get serious. We have 90-100 on united and around 60-80 on HC. This could raise by 40-80 with the DLC.
Like 145 players this afternoon
Are we ready ?
The question is now. Are we ready for them. What do we have to offer, how will they learn their first step in PW ?
And i know, what will people say. Make them monitor by admins, let them learn the rules. Show them the forums, and ban them if they don't follow.
In short. Teach and punish.
But when it's goes over 100 players we current don't have the manpower to enforce so much rules on so much people.
I said it severals but here the points with some current.
1. The normal ratio is one to 2 admins on the server, on rare case it's goes to 4.
2. Admins when they are alone, they cannot solve more than 1 out of 3 admins complains. Even several admins can found themselves overloaded ( this is mainly the case on United. Since the HCRP community and playerbase is handleable with 1 admin most of time)
3. A significant part of the EU side community can only talk and a understand a basic English.
4. At least 75% don't go read the rules and the rules are learnt on the spot from players or admins, that why most of players don't know the complete set of rules current active.
According to this fact, the admin involvement is about as effective as a police force shooting down a few drug lords in mexico and leaving it alone the rest of the team.
No admin = No rules. A review of 1H of playing
Back to this afternoon, with 145 players and no admin, the situation was hopeless to try to control back since i knew i was going to be overloaded. So rather than letting people loose time with complain i did join undercover and checked the environment.
The standard "farming" commoner is mostly safe. While he may be engaged by a faction member or another commoner it's usually turn bad for the attacker since in crowded area there is a form of "civilian justice" where attacker get slayed on the spot by some commoners knights.
Same for outlaw robbing in outlaw area. Also, the town faction was doing a proper job on his own i could sell my branches safely.
I was kill by some outlaws bashing me with a mace but they didn't get long before getting hunt down by some angry commoners with wood cutter axe.
Seeing that i could do a better job in a faction i did join a powerful faction ( about 15 members).
With a decent lord, the convoy of iron was covered by our guards and we had nothing to fear from outlaw (and we were at peace anyway)
Following that, i did started to check the outlaw camp.
With the buildable defence, the outlaw camp was an dangerous area. As factions knights came for easy kill, they get surrounded and killed by some spear outlaws and their archers were shooting on anyone not an outlaw.
An impressive "randoming" yet faction members always use the outlaw camp as a training ground anyway. Like if it was a camp to farm outlaws.
Then we did go to war, the usual stuff, the lord wanted to put the banner inside before attacking but obviously a properly closed castle would not allow faction members with flag inside, so we had to go trough a siege. Which fail.
During this time. People used vote kick ( sometime "raging poll"), they called for bounty and the dead of designed individual over global chat and troublesome people were quickly put to the sword of some vigilantes.
With the arguably exception of the outlaw camp (who have a safe tower ) the safespawn did prevent nearly all spawn kill. And that lead me to one question.
The metagaming rules removal was gone unheard. No-one did actually care about that a few days after the removal.
And of course, people who get in the game by fighting will turn into war gamer , that something that happens everyday.
That not so much roleplay but that fun enough. Harsh and violent environment the strong survive, while might is right and in numbers lie power.
What rules do we actually need ?
Note that i'm talking about United. HCRP is a safe heaven for role player and i did told some people to apply as admins here to make sure we have enough to protect the rules and the RP environment.
However, can we afford to burn out admins like cigarette in a impossible task as the amount of players is growing ?
And i'm not talking about players coming from RP forums, half life roleplay, warband RP or things like that.
I'm talking about people, who will probably join regiments and play alone or as powerful team following the pattern of their musket regiments.
What we do with those. The more players we have, the less will care about the rules. Unless we change the rules, the players or the amount of admins.
As instead of going from
No admin : No rules
1 admin : rules for some people
3 + admins : rules for everyone who know about the rules.
To a simple ruleset, like RCC back then (+200 players ) use to have.
Feel free to give you opinion. As we still care about.