Long time no post... But boy SotA hasn't been boring. PK action picked up quite a bit with increasing player numbers post release, and flattened a little bit with the latest decrease in player numbers. But I can say I never made more money PKing, especially with the newer bounty ruleset. Pushed 3 Videos in 2 Releases so far... Good times. Interesting enough some of the old guilds came back and some new transitioned over from Mortal Online.. however the older ones seem to be turning their backs again right away, after seeing they cannot get a foot into PVP anymore. Which is sad, SotA desperatedly needs to give options for low level and casual oriented Players that maybe don't want to risk the ransom when playing alone, but maybe take part in more structured conflict in a group, where the risk of losing is smaller and can be mitigated. Right now everyone has to compete with the best, and that leads to a lot of frustration for casuals or returning players. Factions..
As someone who has over 5000 hours into SotA testing it, I must say the game releases with a solid foundation to build on... Even though it obviously still is managed by people who not only seem to have zero connection to gamers nowadays, but also to common sense. But let's stay on the game. The last Releases clearly shifted the game towards a more group-oriented gameplay. Not only self sufficiency is likely to go away, grouping for the first time feels worth it and actually can yield better results pretty early in the game and even later - depending on your builds. Coming with that I am glad to see finally Portalarium realizes that their lack of "repeatable" content aka endgame content is something they need to solve within the first 3 months of release. Combining that with the promised Castle Siege mechanics, that can and likely will be used to improve Control Points as well is a step towards generating conflicts and a major driver for people to get engaged. Wi