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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 11:46 am 
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Erevan wrote:
You want to increase player count on SK?

Invite your friends over and then help them start playing. No seriously, its the best way for a small community like this.

And I mean PRESSURE them to play. Over and over again.

I did this to quite a few guys that you now know and love, and the same was done to me by, uh, Nimolthar, I think. Can't recall.


So yeah get off your asses and convince your friends that SK is better than skyrim, and then be sure to stick with them until they get through learning the game. I would have never stayed in SK if ilkaisha didn't pick me up by the hand as a newb and help me at least understand how MuD's work.

It is my impression that this has been done a lot over the years, that a decent number of our players were originally referred by another player. Despite this, we are where we are right now, with a player count that could use a boost. If the SK product is good enough, word of mouth will continue to happen organically (and I'm sure it does). I don't think encouraging players to go out and recruit their friends is going to produce different results than it always has.

What you say about having to "stick with them until they learn the game" is also pertinent. Some of us may not have the time to handhold a string of newbies through SK, as much as we'd like to. If there were more in-game ways for them to learn the mechanics (going back to the subject of newbie areas), then we might see better retention of the new players who don't have the luxury of an OOC veteran friend to oversee their development.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:10 pm 
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Whinston wrote:
I would also slow down the ticks on area familiarity. SOme places you will actually go from green to blue without getting 1/3rd the way to the next level. I understand the concept behind familiarity, I even support the idea; I just think that slowing it down would help, especially with newer players who don't always know the best training areas, respective to their alignments.

This could be done on a curve such that, at mentor and above, nothing changes, but for low levels the area familiarity creeps up more slowly. I would say that I don't have a problem with it as it is right now, though. It gets people to learn more areas, and it's really not that hard to level up. I don't think anyone ever gets to the point that all of his potential leveling areas are maxed out.

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I like the way the Wastes introduces the players to the environment. The other starting points should do something similar. Kytar's trainers, and newbie quests are on point but the area itself could use some love. Wastes', and Taslamar's newb schools look awesome, and feel about right. Not sure about the others, since I haven't really been there.

I have always wondered what fraction of true newbies we retain based on their selected starting area. Does the Wastes retain a higher fraction of newbies than, say, Uxmal? I don't know, and I have no way of knowing. But, that kind of information could be useful in assessing exactly what works and what doesn't in terms of newbie retention. I have to admit I was a bit distracted by some of the color schemes in the Wastes newbie zone, but that could just be me. I also found it more challenging to interact with other players while in the Wastes newbie zone. But the theme here is right; there are definitely some ways SK could engineer newbie zones to be more engaging and instructive, to make newbies want to reach the next level. I have gotten turned off of so many MUDs over the years just based on how annoying their newbie zones were, either with no clue what I'm supposed to do, or information overload about commands.

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Have you considered adding any more races or classes? I don't like remorts and would not advise those, but a few new races or classes could also help. That might even be the focal point of a mega GRP, and bonanza. I say this because quite frankly variety is the spice of life, and while some might say we have a big variety already, I've seen MUDs with as many as 40 different races; (this includes our biggest competitor) I'm not recommending something that extreme but, it is something to consider.

More choice would be better for vets but actually worse for newbies. Some more "advanced classes" could be added. I've always thought illusionists would be cool. What would be a good new race? Try to be specific with these ideas so that they are something actionable. What is the best new race we could implement, and why? And do you think it would really increase player count?

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New cities in each Kingdom with purchasable homes/businesses.

Boats, carriages, and other vehicles.

More events that bring players into the world. Fountain RP is nice; Fountain RP being disrupted by calls to aid, because the Empire's Legionnaires have shown up en masse to wreck Exile, or the North has unleashed the Zombie Apocalypse, is even better.

I'm not sure what you're suggesting with that last part about fountain RP. I think character homes and vehicles are ideas with potential, but I'm not sure they would result in higher player counts. I would put those pretty far down the priority list.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:16 pm 
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SK Character: Amorette
I just asked my husband why he won't play SK with me, and he said it wasn't fun, it wasn't his style of game, he felt out of the loop and excluded in many of his interactions, and he didn't feel like he was a great RPer, even when he had some cool concepts.

When asked how he thought SK could be improved, he said - more quests, less grinding. If you want to keep base with today's type of gamer, grinding has got to go, especially for busy people like us! He said he literally feels tired and worn out after any sort of leveling because it is so dull and boring. After leveling/grinding, he doesn't feel like interacting with anyone or doing anything because it sucks all the creativity and fun out of the game.

Seriously though, I know the vets can level a character in 15 hours and Dulrik doesn't like that. But it's still dreadfully boring. He even asked if it would be possible to level a pacifist character without killing anyone. I asked him why he'd need a GM pacifist character and he said "so I could mentor people and learn all my spells and skills."

He also says the quest logs need to be updated and he thinks the quests are impossible unless you already know how to do them.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:18 pm 
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SK Character: Airkli
That last bit is especially true.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:21 pm 
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SK Character: Adalwulf, Whinston, Eberhardt
ladyjennbo wrote:
I just asked my husband why he won't play SK with me, and he said it wasn't fun, it wasn't his style of game, he felt out of the loop and excluded in many of his interactions, and he didn't feel like he was a great RPer, even when he had some cool concepts.


My wife has the same issue. She also got frustrated by two aggro NPCs on the road between Kytar and Menegroth that killed her.

When asked how he thought SK could be improved, he said - more quests, less grinding. If you want to keep base with today's type of gamer, grinding has got to go, especially for busy people like us! He said he literally feels tired and worn out after any sort of leveling because it is so dull and boring. After leveling/grinding, he doesn't feel like interacting with anyone or doing anything because it sucks all the creativity and fun out of the game.

SK has a lot of quests. not sure if you could quest to the top, though.



Seriously though, I know the vets can level a character in 15 hours and Dulrik doesn't like that. But it's still dreadfully boring. He even asked if it would be possible to level a pacifist character without killing anyone. I asked him why he'd need a GM pacifist character and he said "so I could mentor people and learn all my spells and skills."

Yes, grinding is boring, and mindless. I try to make it entertaining by talking smack at the NPCs, but it usually falls short. of making it any more fun.

He also says the quest logs need to be updated and he thinks the quests are impossible unless you already know how to do them.



This is VERY true.




Don


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:34 pm 
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SK Character: Toji
archaicsmurf wrote:
Step One: All characters are flagged as NO-PK upon creation. Cannot player kill or be player killed. The character can only be stunned by NPCs and npcs, and upon reaching 0hp is teleported to recall.

Step Two: Joining a cabunal automatically removes NO-PK flag.

Step Three: Implement command to voluntarily remove NO-PK without cabunal membership (for the elite). No going back. Oathbreakers become flagged NO-PK through immortal intervention and exemplary RP.


So far, I can see... somewhat agreeing to these except the exemplary rp part. Once you've joined a cabunal, you should lose your protection. Period.

archaicsmurf wrote:
Step Four: Anyone flagged as NO-PK cannot carry (protect from thieves) equipment that exceeds level 25 (excluding sacred armor).


Seriously disagree with the second half of this. Do not exclude sacred armors. They are unique sets of armor already enchanted to the brim. Keeping them on a Non-PK Character is removing an essential part of the game from the pvp arena. Owning a set of sacred armor should have its own risks.

archaicsmurf wrote:
Step Six: Create a NPC that can remove spirit disorientation and fatigue at the cost of ____ obsidian.


Completely agree with this.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:40 pm 
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PK is a part of this game, it shouldn't be made into an optional flag. Having players flagged as immune to PK would also lead to characters who have to purpose but to run around opening rifts or gates in whatever locations they want with no fear of anything happening to them.

I'm also on the more quests bandwagon, even the likes of the quests in the Krychire temple gave a sense of purpose to what would otherwise be killing however many npcs it takes to become too familiar with the area.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:43 pm 
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SK Character: Airkli
Players have rolled characters in the hopes of abstaining from PK. It should be a part of the game if someone chooses it to be a part of the game. Or we could just keep sending players off because they are griefed by dooshes like syndith.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:46 pm 
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archaicsmurf wrote:
Step One: All characters are flagged as NO-PK upon creation. Cannot player kill or be player killed. The character can only be stunned by NPCs and npcs, and upon reaching 0hp is teleported to recall.

Step Two: Joining a cabunal automatically removes NO-PK flag.

Step Three: Implement command to voluntarily remove NO-PK without cabunal membership (for the elite). No going back. Oathbreakers become flagged NO-PK through immortal intervention and exemplary RP.

Step Four: Anyone flagged as NO-PK cannot carry (protect from thieves) equipment that exceeds level 25 (excluding sacred armor).

Step Five: Make archaicsmurf an Imm.

Step Six: Create a NPC that can remove spirit disorientation and fatigue at the cost of ____ obsidian.

Steps 1-4 would actually be fundamentally changing the nature of SK. It would also require new changes to the group code, the law code, and who knows what else. Besides which, if you only have EQ of 25th level or less and you aren't in a faction and you don't antagonize people, can't you largely avoid PK anyway? There are just way too many flaws this idea, and it is replete with unintended consequences. I I have no comment on Step 5. Step 6 is plausible, but I don't see how that will improve player counts. It would just lead to more grinding (gold farming) so as to be on equal footing in PvP with other players who are rich and can buy off spirit disorientation. I think taking the grind out of PvP would help keep players more interested; introducing new grind isn't going to get it done.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:50 pm 
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SK Character: Airkli
Styles wrote:
Besides which, if you only have EQ of 25th level or less and you aren't in a faction and you don't antagonize people, can't you largely avoid PK anyway?


You would think.


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