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Crunch
Joined: Sat Dec 04, 2004 6:32 am Posts: 133
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 STIMULUS PACKAGE
Ok, so what could we do to grow the playerbase back up enough to fill the clans, and let us move forward with qps. I mean, wouldnt it be nice to see the legends list fluctuating again?
So we look at a few things...
Why does nobody play?
Because there is nothing to do. PK is everything, everything builds up to it, clan bonuses, smobbing, levelling... we do all of this so that someday we will fair better in pk.
But we have people on all the time, why is there nothing going on?
- Lately it seems a pattern that LS is dead.
So how do we grow and develop LS? Promote the clan growth on LS, just start offering active players clanning on ls basically... its the only thing we can do right now. Then to compliment that, implement more quests for LS to gain qps without pk than DS.
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You tell Dekhar, 'if you were offered a clanned alt on ls would u play it?'
You tell Dekhar, 'as in, you stat it and the imms just clan you like *poof*'
HP:Healthy MV:Fresh >
Dekhar tells you, 'sure'
HP:Healthy MV:Fresh >
Dekhar tells you, 'howcome?'
HP:Healthy MV:Fresh >
repl im writing a post on ideas to help grow our playerbase back up
You tell Dekhar, 'im writing a post on ideas to help grow our playerbase back up'
HP:Healthy MV:Fresh >
Dekhar tells you, 'well a friend gave me this character and it makes me play'
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Growth incentives...
Offering in game incentives to recruit players, as well offering new players some assistance
IE: When I would bring people here, I found that the retention rates tripled when I gave each person a full abs set with a top end weapon to start out with...
Or perhaps think about... what would a player like razhak do for a chance to play with a unique? He would probably recruit 10 people for that!
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Mud size.
Geographically the mud is too big right now. It makes for very interesting smobbing, but maybe we should consider closing off a lot of the outer areas until we have the people to fill them.
I know that we all want to move away from the deathmatch mud so that our achievements seem to matter, but how much does a clan master or a fade on a blighted mud matter?
So we shrink down, focus on growth as priority one, then slowly re-open areas.
(some of the areas need to be worked over anyways, and made more pk balanced)
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Post the Zmud map.... *cough*galnor*cough* I know I emailed it to you, need it again?
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| Sun Mar 14, 2010 8:05 pm |
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Crunch
Joined: Sat Dec 04, 2004 6:32 am Posts: 133
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One other idea... even though we are already stretched thin enough with two races.... think about how many ppl play here because of DS channelers...
How many would come here to play aiel?
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| Sun Mar 14, 2010 8:07 pm |
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Alder
Joined: Fri Dec 14, 2007 5:14 pm Posts: 456 Location: Siberia
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Regardless of how successful Aiel would be, the notion of creating a whole new "world" within the map is still quite daunting. It can certainly be a goal for some point, but very long term.
_________________ Quest Information (Periodically Updated)
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| Sun Mar 14, 2010 8:13 pm |
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Crunch
Joined: Sat Dec 04, 2004 6:32 am Posts: 133
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Daunting how? it would take about two zones, make it small at first and gradually grow it.
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| Sun Mar 14, 2010 8:15 pm |
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Razhak
Joined: Thu Dec 03, 2009 12:35 pm Posts: 111 Location: Australia
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i agree with crunch, offer in game incentives would help with the playerbase drematicly, you could also try and make global quests with a big fancy prize at the end.
And with the aiel like crunch said 2 zones would be plenty, you dnt need to create a whole new world for them but just enough to say its their land and 2 zones would be more then enough.
With down sizing the mud while the playerbase is low is another good idea, not only for the ds and ls but if you were to make the world smaller and add aiel, forcing the races to live closser together making them to venture into enemy land to do things would make pk boom instead of having to wait for someone to get bored and venture accross the world once and get sick of the running around.
_________________ I'll Eat You!
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| Sun Mar 14, 2010 9:09 pm |
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Razhak
Joined: Thu Dec 03, 2009 12:35 pm Posts: 111 Location: Australia
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Oh and FYI i would recruit more then 10 ppl for a unique :P
just thought i'd throw that out there xD
_________________ I'll Eat You!
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| Sun Mar 14, 2010 9:10 pm |
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Jule
Joined: Mon Nov 30, 2009 7:11 pm Posts: 42
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Keep the input comin in guys :)
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| Sun Mar 14, 2010 11:55 pm |
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Galnor
Site Admin
Joined: Mon Oct 21, 2002 7:37 pm Posts: 1828 Location: On The Run
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One of the problems is people logging on, seeing nobody online, or just a few people, and then logging right off.
Splitting the playerbase among a third race will only exacerbate that problem.
_________________ The best way to contact me is through forum mail. On the rare occasion that I am logged into the MUD, my narrates are rarely turned on.
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| Mon Mar 15, 2010 12:26 am |
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Chase
Joined: Wed Jun 07, 2006 2:48 pm Posts: 1196
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ho hum. Get Fogel to actually return those uniques he has confiscated back out. I havent really been on, but I don't think they are out there anymore...
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| Mon Mar 15, 2010 11:44 am |
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Fogel
Joined: Sun Apr 19, 2009 1:05 pm Posts: 589
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Get 10 or more non-newbies on at the same time this week and I will reintroduce a unique over the weekend.
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| Mon Mar 15, 2010 1:42 pm |
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Syrik
Joined: Sat Dec 05, 2009 4:11 am Posts: 65
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the only reason I play is that playing a channeler on ds is awesome since you don't have to spend over a year keeping one hidden and stuff from ls.
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| Mon Mar 15, 2010 2:04 pm |
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Chase
Joined: Wed Jun 07, 2006 2:48 pm Posts: 1196
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LS really doesnt mess with male channelers currently. And even without 10 non-newbies, which is a lot, why not reintroduce the uniques? They were in game then taken out from people who are inactive. People play to get a chance at them. I know I always thought it was fun getting kills on people who have them, even if I didnt even use the weapon.
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| Mon Mar 15, 2010 3:42 pm |
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Fogel
Joined: Sun Apr 19, 2009 1:05 pm Posts: 589
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It's more that I've been busy and haven't had a chance to come up with something fun to put them back in with.
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| Mon Mar 15, 2010 4:33 pm |
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Crunch
Joined: Sat Dec 04, 2004 6:32 am Posts: 133
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Galnor, you are exactly right... so what we need to do is give people a purpose to stay on longer even if they are the only person online. Which is where I go back to, clan them and give them time consuming, but somehow not repetitive quests to do
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| Mon Mar 15, 2010 8:21 pm |
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Chase
Joined: Wed Jun 07, 2006 2:48 pm Posts: 1196
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I don't see what the point is of clanning people. So what? They aren't going to play if its som meaningless clan that is made up. Clanning should be a goal as you play more, not one of the first things you get. Smob. Have some smobs that load real rare eq on low %, or that load special stuff in chests..
Clanning and having quests is just a way for people to jump rank really fast. Maybe its just me, but I don't think that farming mobs is worthy of any clan perks. (Not talking about you Evil, you know I love you. :P )
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| Tue Mar 16, 2010 11:33 am |
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Evilina
Joined: Fri Jan 27, 2006 8:42 pm Posts: 524
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Die chase :P
I know a lot of people don't think farming stuff is worthy of perks but everyone is different, the main goal is to increase player activity, non stop smobbing is fine as a newb or if you need a set but that crap gets so old so fast, the only incentive I have ever had to remain logged on when no one else was on was farming qp mobs, not that it's super fun but it is productive. Having a way to earn qps besides pk gives players an alternative avenue, I remember before clan quest some people were just hardcore about killing everyong for a scalp for those few qps, spam dying turned off a lot of newer players.
I have always hated the idea of imms making quest insanely hard, we all have varying degrees of intellect and I for one suck at figuring hard ass quest out, they actuallly frustrate me and make me not want to play, I deal with enough hard shit irl, I don't log onto a game to be miserable as well.
Honestly at this point who cares how someone makes master, if they are rank racing then it is their clan imm responsibility to step in and deal with it, you cant blame a player for using available game mechanics, people just want to achieve and eventually be a cool remort, that's the end game.
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| Tue Mar 16, 2010 4:22 pm |
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Razhak
Joined: Thu Dec 03, 2009 12:35 pm Posts: 111 Location: Australia
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even if the only thing to do is farm qp mobs the least they could do is put more of them out there. i mean for dreadguards the only mob we can farm are tall soldiers other then that we have to pk and i allways miss pk. so a variety of qp mobs would be good untill clan quests arrive
_________________ I'll Eat You!
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| Tue Mar 16, 2010 7:48 pm |
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Alder
Joined: Fri Dec 14, 2007 5:14 pm Posts: 456 Location: Siberia
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I doubt anymore mobs will be made for the purpose of turning in scalps for quest points before new quests arrive. Keep in mind that these things take time, not to mention the fact that there are essentially three immortals that make quests currently (one of which has not been on or working on quests recently).
_________________ Quest Information (Periodically Updated)
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| Tue Mar 16, 2010 9:50 pm |
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Crunch
Joined: Sat Dec 04, 2004 6:32 am Posts: 133
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Think productive...
As far as quests, I know a coder that would LOVE to help us out in his spare time... he's working on his masters in computer science and is an avid mudder with need for resume material. Anyways, it's not like this stuff is going to happen over night... i'de just like to see us back in the 30's by this summer.
Let's hear some fresh ideas from you guys on how we can move in that direction.
(I know that I do not speak for everyone, but these imms that have worked so hard on this mud really do deserve to see their creation grow)
PS
Just the activity on this thread is a move in the right direction ;)
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| Tue Mar 16, 2010 10:44 pm |
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Tarrat
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my 1st day at level one I was pk as I was getting stuff out of a box and reading of the website the stats on the stuff. He said I was inc or something, I don't know as it was my 1st day. I got upset and quit, maybe would be better to give -50 points to whom ever kills someone under level 25 or 30, not sure as I'm a newbie..and maybe flag newbie under so many hours of play time so they can't be attack. My guess is if you get points to kill newbie, then why not just kill everyone that ever starts playing and I bet you will never grow players or change it so if you kill a flag newbie under x level or x hours of play time you get -xx points.
looks like game gives points to kill newbie.
~ 7) Laxative the human - ( 4 weave points)
Slew Tarrat on the 22nd Day of the Eleventh Month, Year 264, resulting in a kill count of 3.
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| Wed Mar 17, 2010 10:22 am |
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Callisto
Joined: Sun Aug 09, 2009 1:04 am Posts: 85
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Tarrat, you do not receive any rewards of any kind for killing people under a certain level (I believe it is either 15 or 20?).
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| Wed Mar 17, 2010 12:44 pm |
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Heritage
Joined: Tue Jan 15, 2008 7:30 pm Posts: 204
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heres the solution...make a post on wotmud forums about kinslayer and then hack wotmud and wipe it away
this would result in tons of players on kinslayer
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| Wed Mar 17, 2010 4:47 pm |
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Froiisa
Joined: Fri Apr 17, 2009 1:29 pm Posts: 34
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Oh, please don't. I came here to get away from the thing called wotmud and the <insert not so positive word here> players who play there.
Edit for P.S. Everyone here who came from wotmud is cool though. :)
Just thought I might add that before someone yells at me. ;)
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| Wed Mar 17, 2010 6:29 pm |
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Asylum
Joined: Tue Dec 01, 2009 11:18 am Posts: 23
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I am very happy with the increase in numbers. while it is not overwhelming there has been an increase in numbers and frequency so keep up the good work and keep em coming.
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| Wed Mar 17, 2010 9:04 pm |
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Kathryn
Joined: Thu Dec 03, 2009 7:47 pm Posts: 94
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I do my best to avert that style of person. I dont care if we never have more than 20 players on at a time, I'd rather have that than 100 players who dont care about nothing but their own crap.
Just my thoughts.
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| Thu Mar 18, 2010 4:34 pm |
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