For the Warhammer Online, update is frequent. Recently, Faction Populations update is completed. We will talk some changes of it. Warhammer is so popular that many gold supplier websites are selling Warhammer Gold and War power leveling. Our site is the professional War gold supplier website and supply players cheap War gold, fast War gold, safe War powerleveling. If players need War money, here is you best choice. We wanted to take a little time to talk about one of the current community concerns: the subject of Faction population differences.
On average, the Faction population difference on each server is negligible; and surprisingly, it is not always the same Faction that has the higher populace. The majority of the servers have an extremely equal Faction population breakdown of 50/50, with the remainder following very close behind. (This is based on active players who are currently gaining Experience and/or Renown Points.) Click here to know more about War Gold in our site.
Delving even further into those numbers and variables, here's a comparison of the active North American server averages, versus the one that has the most noticeable population Faction difference (Monolith). These percentages were all pulled from the last week. Order percentages are in blue, Destruction in red.
Average of All North American Servers
Active Accounts Per Faction: 49% / 51%
Relative Average Exp. Earning Rate per Time Unit: 50% / 50%
Relative Average RP Earning Rate per Time Unit: 50% / 50%
Average Exp. Per Character: 50% / 50%
Average RP Per Character: 50% / 50%
Monolith
Active Accounts Per Faction: 44% / 56%
Relative Average Exp. Earning Rate per Time Unit: 50% / 50%
Relative Average RP Earning Rate per Time Unit: 50% / 50%
Average Exp. Per Character: 51% / 49%
Average RP Per Character: 51% / 49%
So, what do all these percentages display? On average, there are slightly more Destruction players, but the rate of progression is equal. And while Destruction does have a sheer character/account numbers advantage on Monolith, in terms of open progression it is also very equal and balanced, and in some cases Order is actually gaining slightly more.
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We do realize that numbers alone do not always equate to the very real perception players experience when waging war in open RvR. There are many different variables that can play into what you actually experience, including the time of day/night, the organization and cohesiveness of the group, and player skill. As developers, we also realize that it’s simply not possible to control these aspects, and there are times when one side is inevitably outnumbered on the battlefield. We have always taken that fact into consideration in our designs, and so there are ways to turn the tide in your favor, even if you don’t have the number advantage. This perception of balance is one that is always on our minds as we continue our efforts to make WAR great.
As always, we will continue evaluating each server’s Faction population, and will not hesitate to make adjustments if/when necessary to ensure the very best experience for our players.