
Originally Posted by
nokowi
I would argue the game needs about 2-3x as many concurrent players as it did 3 years ago to have the same "feel" of ability to go to what you want to do, or join something similar to what you want to do.
The reasons are more degrees of separation due to higher number of settings, the desire for a particular amount of rewards per time, and game design that discourages the use of public channels (larger power gaps that encourage private groups).
The bigger issue is that SSG keeps designing a game that makes it more and more difficult to meet your own preferences.
They have pretty much abandoned the casual player, designing new content that some players can't complete on normal, and designing power rewards that will further preclude this player base in the future. They said they wouldn't design class abilities around reaper, and they immediately started designing the game around reaper. The casual player gets their build hit every time SSG tries to manage power levels for the top reaper builds.
Someone at SSG has to have the capacity to make it a design goal to meet more preferences, instead of this bait and switch where players continue to play in the hopes that one day the game will be fun. It is unlikely to happen based on their current design process, and if it is not fun now, there is little reason to hang around.
SSG is not designing for more preferences. The result is lower player concurrency, and the problem is different than needing a server merge. The apparent need server merge is just the symptom of their design choices. Better design choices are needed before the cost/effort of a server merge will pay for itself.