Adding to our Playerbase - Campaign

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Shiva
Posts: 439
Joined: Sat Jan 20, 2018 8:32 pm

Re: Adding to our Playerbase - Campaign

Post by Shiva » Sun Nov 03, 2019 11:59 pm

Melat wrote:
Sun Nov 03, 2019 11:14 pm
I love everyone.

I have a new player that just joined this game, and it was really cool seeing another somewhat new player, Toma, try and help her. It was kinda cute cuz they were kinda figuring out things together. Then more experienced players like Piste, Shiva, and Livendros came along and interacted as well. Just that little bit helped I think strengthen them overall.

I like that. And want to see more of it.
I have to say I agree completely with that, even if it takes you 5 or 10 minutes of playtime to answer a question, show someone something or just generally interact with our new players it helps retain them. Being engaged on a multiplayer game is one of the largest factors for player retention that we have. We struggle enough as it is to get new people here, if we do we should be making every attempt to keep them here. Everyone should be doing your part, if you love the game then bust your ass for a moment to improve the experience for a new player. If they stay you get a new smobber to join your groups or a new red/blue name to kill in pk. It is a win/win.

I will also say that, don't just lead them around and pull them from place to place exping or smobbing or whatever it is you want to expose them to. Get them to lead the party so they become more comfortable traversing the map and learning where the cool engaging parts of this game are. Tell them how to get to a place, explain the dangers and spams and all that fun stuff but allow them the excitement, anticipation and anxiety of doing things for themselves.

@Rig, no need to waste your breath at this point either mate. People will always make their minds up on what they believe and see the world to be from their own points of view. Informed or ignorant. At the end of the day if you as a player are putting the time and effort in to assist players who are deserving and needing of engagement, empathy and help then be happy with that and ignore people crying victim and making attempts to ruin your own game experience. Their decisions in their own minds are made up long before they make a post or decide to voice their thoughts so why bother arguing with them. Let your own actions as a player stand out as someone who brings a positive influence to the game and the players you interact with. Anyone who knows you and engages with you on a regular basis knows you care both about the game and the players even if you are rough around the edges.

Narbo
Posts: 18
Joined: Sat Jun 08, 2019 7:44 pm

Re: Adding to our Playerbase - Campaign

Post by Narbo » Mon Nov 04, 2019 1:43 am

Shiva wrote:
Sun Nov 03, 2019 11:59 pm
I will also say that, don't just lead them around and pull them from place to place exping or smobbing or whatever it is you want to expose them to. Get them to lead the party so they become more comfortable traversing the map and learning where the cool engaging parts of this game are. Tell them how to get to a place, explain the dangers and spams and all that fun stuff but allow them the excitement, anticipation and anxiety of doing things for themselves.
I don't know what the cutoff time played is for being considered a newbie, but I will say that the only reason I didnt completely give up on DS after my last interaction with Razhak was because of the time Torag followed me in pk knowing I was on mobile and simply said to me "We'll pk at your pace."

Orino
Posts: 260
Joined: Sun Mar 22, 2015 4:41 am

Re: Adding to our Playerbase - Campaign

Post by Orino » Mon Nov 04, 2019 5:41 am

Just text to speak the posts made with other people in the room. You will see the harassment. Again which is why I left discord

Meshi
Posts: 19
Joined: Thu May 26, 2016 8:05 am

Re: Adding to our Playerbase - Campaign

Post by Meshi » Mon Nov 04, 2019 6:19 am

Mud needs a reboot.

Playerfile wipe. Remove all equipment.

Change the locations/loads of smobs. Remove connections to remote zones for the meantime. Fix the issue of people getting more xp from a puppy than grouping with someone else. Fix xp being capped for your level 30 self if your level 6 newbie friend gets the kill hit.

Down master damage, down all bonuses. Make bonuses cooler, not game-balance dominating.

People would complain hugely. But I am sure the mud would bounce back in no time.

Ashlee
Posts: 764
Joined: Tue Aug 11, 2015 12:02 am

Re: Adding to our Playerbase - Campaign

Post by Ashlee » Mon Nov 04, 2019 7:26 am

Razhak wrote:
Sat Nov 02, 2019 10:27 am
Saif wrote:
Fri Nov 01, 2019 10:17 pm
But I think Razhak's post is somewhat spot on. Would be nice to have more options than just DL/fade on DS and Warder/Sedai on LS as the "tough" clans to join. I really liked his post way back when he listed a bunch of different remort classes that suited most people's playstyles. Greyman for the people who like to stab, some kind of big trolloc for the Ghar. Having more options and different classes to work towards to will probably keep those of us around who enjoy trying a bit of everything. And having them as "remort" would mean anyone can become one. Granted I imagine this would be a huge project and without a dedicated coder likely not to happen - was a shame when the whole SS ogier/forrester thing fell through, I remember it was super buggy, but was still pretty cool to see something new happen. Hell it could even just be Gaidin, grandfather the people in who were clanned before 2010 or something and move the rest of the Gaidin to Valon Guard or if they would rather apply somewhere else, have that be a possibility.
Ideally I would like to see remorts taken out of their places of seclusion, and thrust back into the fray.

Base of our RP surroundings would become the clans again, be it on LS or DS. As it is, remorts are taken out of their own clans, and thrust out as remorts. On DS this leads to trollocs clans constantly losing their most experienced players to remorting. Rank 8 has made this a little less acute, but still it goes on. I would like fades to stay in their own clans, retain their clanmaster status and can still work towards the good of the clan. Only if they are being called forward to join the Chosen, they would leave their clans.

There are alot of caveats there, at the moment things like fade range and speed of the fade timer are linked to clanrank, and now thats being handled by rank in the myrddraal clan. If fades stay in their clans, they would suddenly get rank 7 range and timers (not good..). But I cannot imagine this cannot be fixed.

Dreadlords would be another thing, I think they would still be in their own clan, instead of staying in Trolloc clans, from a RP point of view. But on the other hand, there are alot of bookish examples of dreadlords (trolloc wars) and forsaken leading fists of trollocs, so keeping them in their own clans would still also be fine by me personally. Same would apply for them if they would be called up for the Chosen.

For LS I would like to see all bonussed clans other then the Wolfbrothers to go. However, I would think that LS bonused characters would become like DS remorts: with set rules and regulations how to achieve remorting, and then depending on the sort of remort you get cast out of your clan or be retained.

The classes for LS I once wrote down were (gonna lump LS and SS together now that SS has been joined to LS):

Deathwatch Ogier: remort option only for seanchan deathwatch clanneds, basically a human trolloc-statted character with max stats akin to a trolloc master.

Seanchan Blademaster: seanchan with blademaster unique skills (to be decided).

Ogier: remort option only for forresters, basically a human trolloc-statted character with max stats akin to a trolloc master.

Human blademaster: human with blademaster unique skills (to be decided).

Warder: human with current warder bonusses.

Wolfbrother: human with current WB bonusses.

For the Seanchan DW Ogier, the Ogier options, the remorts would offcourse retain their clanned status in their feeder clans. I would imagine that any seanchan or human clanned (only optional for clanneds imho) would be able to become a remorted blademaster (btw only one remort allowed, so no ogier warder blademaster hybrid monstrosities) would retain their clanned status as wel.

For the warder and wolfbrother remorts they would be cast out and inducted into their own clans (Warder and Wolfbrother). Now I hear people ask: but how about warder pairs? My plan would be for all warder remorts to have warder bonusses, regardless of being "bonded". The only thing that would change with the bond would be the warder rescue bonus. Lose the hps drain, and in return drop the sps loss on bonding. This would make things alot more concise when dealing with AS pairs and rules/regulation thereabouts.

Wolfbrothers stay the way they are now, no changes needed there.


For DS I used to have the following remort options:

Fade: as now

Dreadlord: as now

Grey man: option only available for kobal, not sure how to code them, but to be decided.

Behemoth: a bigger, badder trolloc (albeit, this has somewhat been adressed to in trolloc rank 8 bonusses).

Draghkar: a little bit weaker character, but with added abilities of being able to fly and use some sort of weave like abilities (deafen, silence, etc)


Offcourse this all would require alot of coding, and alot of rethinking current processes. It would require alot of people to rethink how they would want to play their characters. Also it would require alot of people (players and imms alike) to reset their parameters mentally about whats important. It would be a major push forward for the mud, a little bit like building Wotmud 5.0 instead of the current Wotmud 4.45 version we are on.

It would however put more power to players themselves on how to achieve and with whom to do it. It takes away the bottleneck that certain clans are to bonusses. It also takes away alot of red tape and now-neccesary imm controll.
I like a lot of this. Mostly coding/NWIH, but a good road map for changing the endgame

Treach
Posts: 226
Joined: Mon Feb 27, 2017 10:23 am

Re: Adding to our Playerbase - Campaign

Post by Treach » Mon Nov 04, 2019 7:39 am

Meshi wrote:
Mon Nov 04, 2019 6:19 am
People would complain hugely. But I am sure the mud would bounce back in no time.
At the same time change the whole system with hp regen, mvs regen, damage dealt etc...

Get someone to crunch the numbers and come up with a faster game that still works with getting kills and PK feels roughly the same :P

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: Adding to our Playerbase - Campaign

Post by Razhak » Mon Nov 04, 2019 9:39 am

Ashlee wrote:
Mon Nov 04, 2019 7:26 am
I like a lot of this. Mostly coding/NWIH, but a good road map for changing the endgame
I dont think any of it is actually NWIH.

Fermin
Posts: 459
Joined: Sat Sep 10, 2016 12:16 pm

Re: Adding to our Playerbase - Campaign

Post by Fermin » Mon Nov 04, 2019 10:16 am

responding to the person who said we need a reboot...

If you change zones, you will lose a huge chunk of people. To be decent at pk zone knowledge is probably top item. Everyone who just pops in out of habit never will if they now don't know the zones.

werf
Posts: 86
Joined: Wed Jan 23, 2019 2:44 pm

Re: Adding to our Playerbase - Campaign

Post by werf » Mon Nov 04, 2019 10:46 am

well, clearly people used this thread to talk about a lot of things, some important, some childish.

I think there is a treasure trove of things here for the staff to reflect on but, more importantly I managed to get like 3 ideas for attracting new players from it all. :lol:

I am going to break them down into three separate posts so we can keep track of them where you can assist by commenting etc. We will do our best to use these methods to bring in and track the number of new players from each so we can reflect after in triumph or failure.

Maghus
Posts: 54
Joined: Sun Aug 06, 2017 10:54 pm

Re: Adding to our Playerbase - Campaign

Post by Maghus » Tue Dec 31, 2019 11:52 am

You could make more people come back if you could get rid of the paranoia surrounding clanning. Anytime i've ever tried to play this game and get into it enough to clan, the masters always try to find out your alts. If you don't have some good ones they like, they will bar your way. If clanning wasn't the only way to be competitive with the master bonus, this wouldn't matter.

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