I have been having a great deal of troubling finding groups lately. To compensate, I have begun efforts to start a guild, and while I have not been unsuccessful, the reception has not been wild. Adept raids are hard to organize even during prime time.
Perhaps mercenaries would be a helpful addition. Hiring a single mercenary for a certain amount of plat, either as a pet or something else, that would follow you around for a set amount of time. The mercenaries would have faction associated with them and perhaps quests involved in unlocking them. Mercenaries would be of various levels and various classes and they would take experience as any member of a group would, or perhaps to compensate, would act as an experience penalty of some kind.
Effectively, they should act as an additional party member, meaning that ideally they would not reserve a pet slot. They would act as a money sink. Perhaps they would random for loot and offer to sell whatever they won at merchant prices. To make them accessable to people of various financial situations, perhaps they could exchange greater experience penalties for less money when joining a group.
Ulimately their purpose would be to reduce the strain on players who have difficulties in finding groups or adequate numbers for adepts.
This post does not attempt to work out all the kinks that would certainly be part of mercenary balancing. I do admit the workload for this type of project is considerable, but it seems to address a couple of problems, namely money sinks and reduced playerbase.
Perhaps mercenaries would be a helpful addition. Hiring a single mercenary for a certain amount of plat, either as a pet or something else, that would follow you around for a set amount of time. The mercenaries would have faction associated with them and perhaps quests involved in unlocking them. Mercenaries would be of various levels and various classes and they would take experience as any member of a group would, or perhaps to compensate, would act as an experience penalty of some kind.
Effectively, they should act as an additional party member, meaning that ideally they would not reserve a pet slot. They would act as a money sink. Perhaps they would random for loot and offer to sell whatever they won at merchant prices. To make them accessable to people of various financial situations, perhaps they could exchange greater experience penalties for less money when joining a group.
Ulimately their purpose would be to reduce the strain on players who have difficulties in finding groups or adequate numbers for adepts.
This post does not attempt to work out all the kinks that would certainly be part of mercenary balancing. I do admit the workload for this type of project is considerable, but it seems to address a couple of problems, namely money sinks and reduced playerbase.