Pn1 and the East have a healthy relationship. I can't speak for how Pn2 and the West tho, as Pn2 pretty much killed the west by taking all the geared players.
PN1 has like 8 west players, me bonney, yuna, escarlatte, pulga, vexzus, changes, and amber whos also on his east toon most the time. i might have missed one or 2 more. but the rest of PN1 is all east rnPN1 has plenty of West players too, they just didn't move over RECENTLY. West was fairly dead before PN2 started reforming. It also helps that the East guild PN1 plays with consists mostly of PN1 players who can't fit anymore because of the member cap shrink.
The biggest problem with PN is there's very little risk of joining one. Pirate, on the other hand, offered detriments for stacking a bunch of good players together. PNs throw off the balance of the server by eliminating the worry of going to jail if you're killed in mainland.
Honestly, if devs want this server to grow again, balance needs to be restored. I think the removal of PNs and the introduction of Hiram gear will help a lot with that. Although lots of new players join, they don't stay because the main nations struggle to even gather for the smaller events. Let them go Pirate if they want to attack lowbie raids so at least they might go to jail for it (if any of the carebears can even kill their super geared players).
This is the classic "The PNs already exist so all of there hard work to make what they currently have is super mega irrelevant!!" arguement. Not any guild can make a PN it has a high price tag attached to it and takes a guilds coordination to accomplish its creation. It can also be contested/kept from happening.PN1 has plenty of West players too, they just didn't move over RECENTLY. West was fairly dead before PN2 started reforming. It also helps that the East guild PN1 plays with consists mostly of PN1 players who can't fit anymore because of the member cap shrink.
The biggest problem with PN is there's very little risk of joining one. Pirate, on the other hand, offered detriments for stacking a bunch of good players together. PNs throw off the balance of the server by eliminating the worry of going to jail if you're killed in mainland.
Honestly, if devs want this server to grow again, balance needs to be restored. I think the removal of PNs and the introduction of Hiram gear will help a lot with that. Although lots of new players join, they don't stay because the main nations struggle to even gather for the smaller events. Let them go Pirate if they want to attack lowbie raids so at least they might go to jail for it (if any of the carebears can even kill their super geared players).
There may not be much risk for individual members when it comes to joining a PN but a PN has up-front as well as maintenance costs associated with it.The biggest problem with PN is there's very little risk of joining one. Pirate, on the other hand, offered detriments for stacking a bunch of good players together. PNs throw off the balance of the server by eliminating the worry of going to jail if you're killed in mainland.
Honestly, if devs want this server to grow again, balance needs to be restored. I think the removal of PNs and the introduction of Hiram gear will help a lot with that. Although lots of new players join, they don't stay because the main nations struggle to even gather for the smaller events. Let them go Pirate if they want to attack lowbie raids so at least they might go to jail for it (if any of the carebears can even kill their super geared players).
I'd blame the west guilds for all bailing due to the lack of leadership on west.
Pn
This is the classic "The PNs already exist so all of there hard work to make what they currently have is super mega irrelevant!!" arguement. Not any guild can make a PN it has a high price tag attached to it and takes a guilds coordination to accomplish its creation. It can also be contested/kept from happening.
If we are going to compare PN and Pirate factions: Pirate is quick, cheap, and relatively bulletproof - Pirate drawbacks are gameplay/content based. Owning a PN requires a sizeable up-front cost as well as ongoing maintenance efforts but doesn't have as many gameplay-restricting downsides - PN drawbacks are financially based.
you must be new to archeageit's essentially a mechanic that allows you to pay to be overpowered.
Easy solution tbh, make pn2 ally west.
Can't delete pns as it upsets too many.
Easy solution tbh, make pn2 ally west. Pn1 and east don't have a population issue because can hold hands at any event.
At this point, deleting PNs would upset the majority of people who do content in this game, as you stated. The issue with that is that PNs, which have a hard limit of 50 players, ARE the majority of players. If the devs keep catering to this group of players, the population will just keep going down until it's only PNs left playing. They've been working around PNs for a while now and it's continuing to hurt the server.
In terms of your "easy solution", I would counter that by suggesting the removal of allying with other nations as it bypasses the previously imposed 50 player limit on PNs. Or, maybe a limit of one alliance per month should be implemented.
I hate to burst the current bubble, but as its been mentioned previously even with the removal of player nations almost all the geared players with an IQ above 40 would be placed back into east and the east would dominate the server along with every event.