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Thread: Roll call

  1. #11
    1. Tribe

    2. 28 , 5 active

    3. Crafters, hunters, traders, pvp (warfare)

    4. Life issues, not enough content, wanted more pvp - a large majority of members quit during the first few weeks due to the lag - 1 quit because of clear cutting of trees

  2. #12
    1. Tribe

    2. 45, 3-5 active daily (meaning at least 3 will be on some days 5). 5-7 weekly (total subscriptions still in tribe)

    3. Expansion/Conquest/PvP and Construction

    4. Most of all, lack of content updates...but as far as game play goes lack of purpose. Lack of conflict with anything (especially players, but PVE too, i sure hope mutants helps this). Lack of reason for conflict besides the fun of the combat system (which isn't really fun on live). Basically, everything in this game only exists to serve the purpose of existing. They think the game is a crafting simulator with no real player driven sandbox content...apart from shaping the world and being able to go to others cities and go "Ooo, aww".

  3. #13
    1. Homestead, only me
    2. Waiting for next update to log in to be honest.
    3. Lack of operating market, no way to accumulate wealth (except in skills) and get paid for effort invested. Overabudance of resources is preventing this but this is another topic.

  4. #14
    1. Homestead
    2. Just me
    3. Jack of all trades but focusing on exploration, bonecraft and axes. Would embrace more PVE and PVP if it existed
    4. Have a few irl friends that left after a week or so due to lack of content and broken content. Me personally, i am content with the inflow of fixes and new content, yet a little frustrated with the lack of PVE at times when i wander aimlessly for ages trying to find a creature that wants to donate some bones.

  5. #15
    Xsyon Citizen Osirrus's Avatar
    Join Date
    Feb 2011
    Location
    Cheshire, England, U.k
    Posts
    57
    Tribe

    20 members. 5 active daily and 3 weekly

    Crafters/builders/hunters. Waiting for good pvp and better pve

    Reasons most left, grew bored with not enough to do on game to keep them active.
    We get a lot of recruits that stay for a week or two then get bored and leave.

  6. #16
    1. Homestead
    2. Just me, log in 3-4 times a week until more content comes in
    3. Crafter, builder, explorer, working on my stead.
    4. A mix. I know some people who were very active in the beta and in the dreaded first few days and left when the Big Lag hit. Others said they had tried everything there was to try and were bored.

  7. #17
    1. Tribe.
    2. 6 members, 0 active.
    3. RP tribe. Trade, research, socialising, exploring, travelling, building, crafting, gathering, hunting.
    4. Technical problems during the "launches"; unfinished, badly designed and unbalanced crafting and skill systems; no useful animals to hunt; no need for trade.

  8. #18
    1. tribe
    2. 20 on totem, 0 active
    3. crafting/building/hunting/socializing/pvp
    4. most got bored during the first month and never returned, a few stuck it out but eventually left due to lack of meaningful play and the erratic combat system.

  9. #19
    1. Tribe
    2. 30-40 members, 3 actives with about 3 who still shows up once in a while.
    3. PvP, Warfare, Trade, Political
    4. Lack of good PvP, Trading as no purpose.

  10. #20
    Xsyon Citizen VeryWiiTee's Avatar
    Join Date
    Oct 2010
    Location
    Somewhere in nowhere
    Posts
    414
    Hilarious thread. Trying to figure out the activity in games through boards is fail. How many do you think read the boards. (I have to post the updates on our official guild forum for people to read the lastest changes no one bothers otherwise.) and the reason as to why our people stopped reading the boards is the incredible negativity they met on them. How's that.

    1. Tribe
    2. 16 members, activity depends on peoples real life.
    3. We play the entire game, not a part of it.
    4. No real complaints to content lacking, we agree that combats needs some fixes, but were/are cool with the old and new combat system (they're simple and realistic which is a huge plus). A lot wants to know why buildings needs purpose other than to look cool for now, why crafting absolutely needs stats to be worth making, best of the best quality should be incentive enough, trading is lacking but not due to surplus but due to no rare resources that changes qualities.

    (Who have EVER heard of guilds not being self supplying in games. Guilds don't trade with each other. They trade with solo players that can't gather everything themselves. Who says that reducing resources will increase trade? None and I doubt it will, I wouldn't trade for that reason. I would just go to the closest possible area where I can find what I need. You increase trade by restricting how much people can make. This means SOFT CAP)

    I still believe most people think this is just an MMO like any other MMO. It isn't. It is that simple.

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