Most of You play other Fonline because there is more posibility like quests or crafting stuff with bonuses (shitty mods).
Yeah this game were made most for pvp, okay but this is reason why servers are almost empty, there is nothing what could hold players longer before gather enough people for pvp, everybody from us just check server status and have disgust (no ofence).
Actually no, we play other FOnlines
because there is PvP there, at least I do, and I can say the same for around 30-40 players that PVP. Also majority of the FOnline community are PvE players, that's what keeps the population of a server high.
Look at reloaded for example, during prime time, there's 100 players, 20-40 of them are PvPing while rest are noobies, dual logs, people PvEing, etc.
As for AoP not thriving, there are multiple things that makes AOP not appeal to the FOnline community which I'll list a few
- Being forced to join one of the already made factions, 4 was a lot and now adding 2 more was just
![Undecided :-\](http://fonline-aop.net/forum/Smileys/default/undecided.gif)
- Lack of quest
- Lack of dungeons
- No one hexing (surprisingly lots of people expect this but it won't fit in with AoP so they just leave)
- Lack of player to dev communication - What are you gonna tell me, IRC? Jesus you can barely get any information from Cirn0 or John. And they're doing their own thing without listening to the players. I can gurantee if AoP were to rollback to Late session 1, we'll be having the same PvP as we did before.
- Sneaks are bullshit :^)
- Season 2 was a complete mess since launch
- Too many constant changes happening without players being informed
Now what would make AoP great, hell I can list so many things
- make sneakers to fucken scout ffs like every damn FOnline player's dream
- Get rid of these factions, allow players to make their own, keep around 2-3 for loners or roleplayers. Remember most players join gangs and go around like that but when you remove that from the playerbase, nobody gonna play that shit. what you gonna tell me platoons? You're still part of that faction without standing out or anything special.
- Map DLC, Weapon variety, Armor variety, all great except too many weapons in the current server. Majority are useless
- DO NOT MAKE CORE CENTER OF THE SERVER - Add guarded towns, encounters, patrols, dungeons around the core. HOWEVER make most quest lead players into the core, if I remember correctly there are certain areas that can be locked from players unless they have something active. Search and retreive quest, clear out area quest, dungeon runs in core for quality loot, stuff like that.
- Personal Tents, bases, Cirn0 had that thing on top right when on world map which a player can choose, not sure what he's doing now.
Everybody can have own style of game thats why "the more the better" but saying then improving gameplay is shitty, is impairments and ffs yes! People will gather longer by that but who play now!?.
No it's not. Just look at the plague of useless weapons there are now. Maybe having variety that deliver the same output but when it's too many, it's just terrible. That's why I said if they were to add such attachments, keep it minimal like Rainbow Six siege or Stalker series.
And when you say "own style of the game" that's already determined by the type of build and weapons you use. There's no need to add that extra step with attachments, like what, I want to make sniper but while using shotgun? Doesn't fit in well.
Forward Grip make weapon less recoil so I made that solution, about Heavy Barrel we can speculate. Of course we allways can find other attachment for eff range or simply make more bonuses from one attch but about unaimed shots, there are perks and traits for our character, armour, weapon and leader modules, so this could be a little to much. More I've like to see something which add "less spread" or otherwise: "reduce spread".
It's a pixel over the top game, it doesn't have to match real life. Hell make a silencer give less spread, make a heavy barrel more eff. range, a grip less AP, etc.