01-21-2020, 01:38 AM
(This post was last modified: 01-21-2020, 02:02 AM by DreamWeaver.)
What happens later on when you give the ok to start new factions and people abandon the core (7) factions to spin up new ones? What will you do then, if there ends up with only a handful of players and clans in the core factions and new factions spin up? I understand what your trying to do but I don't feel you will get what you're hoping will happen. Midgard player-ship is a rare breed and it has never had the mega appeal of great numbers. Now those that do play are loyal and are willing to pay and play with great numbers, but what does that mean in the over all numbers of active clans? That I can not tell as I have never had real game access to those stats. What I can speak on is what I have seen from and been able to do. I have managed to bring live (2) new factions, and was bring live a 3rd as well if Zan of Midgard USA hadn't past away. That group of players that I was connected to were all very active and we were all playing Cymru, Buccaneers, SOA, Skelts and Seakings all at the same time. Also I had enough players/clans to also bringing live another Religious faith as well, we were (2) cycles away of reaching Live status. Now I do know that the rest of the factions were starving for active Player and Clans. Basically other than seniors, in most cases many factions were almost empty. So what will you do if that happens again? Will you let players play more than the 3 clans that has been the traditional approach? In Zan's game, he allowed people to play (9) per player, BUT towards the end he allowed a number of us to play more than that. In the end I was playing 14 clans, plus a number of cities too. I was not the only one doing that either.
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