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.