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Player numbers! https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=19232 |
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Author: | Lolth [ Wed Sep 02, 2009 12:17 pm ] |
Post subject: | Player numbers! |
I originally thought of making a poll, but when I considered this further, I figured that just posting your thoughts might be more insightful. Do you get the sensation that SK is boring? Do you get discouraged by the lack of players online? If you do, I'd like to hear your thoughts about what would increase your interest. I've spotted some new areas in the game and there seem to be frequent, IMM-sponsored roleplays and Bonanzas, but the player count is still fairly low (even though these events do attract more people than just regular gaming days.) Looks like something else is needed - but what? Code changes? If so, what would you like to see? Discuss! |
Author: | grep [ Wed Sep 02, 2009 12:21 pm ] |
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Author: | laeZ1 [ Wed Sep 02, 2009 12:25 pm ] |
Post subject: | |
The MUD that I fell in love with before SK had seven people online on a good day. I've never been on a MUD where the normal player count was above 50, so I'm content with the numbers SK shows, and I more often than not don't find it boring. |
Author: | Achernar [ Wed Sep 02, 2009 12:31 pm ] |
Post subject: | |
There needs to be leadership active in groups. There needs to be IMMs behind those groups to keep the leadership alive. There needs to be regular spontaneous NPC interaction. There also needs to be regular additions to existing areas as well as well thought out new areas will also help. I don't think building is the key. The key is more face time with IMMs. Most of all we need regualar changes to the code. Players flock to where there is a chance something exciting will happen. If we do this in more places, all at once, I think the numbers will improve pretty quickly. There's been too much focus on global impact. I think that if we can distribute IMM responsibility to a point where attention is equally applied, then all the groups have a chance to be active at once. In my opinion, it is conflict that is most exciting in SK, whether it be through RP or PK, however we can promote activity leading to confict. The IMMs really need to work as a team of dungeon masters, keeping tally of each group's direction. When every group has regular attention, I believe that things will improve. I do not believe that it is an overwhelming task, it simply takes organizing better. |
Author: | mundufisen [ Wed Sep 02, 2009 1:01 pm ] |
Post subject: | |
Achernar wrote: There needs to be leadership active in groups. There needs to be IMMs behind those groups to keep the leadership alive. There needs to be regular spontaneous NPC interaction. There also needs to be regular additions to existing areas as well as well thought out new areas will also help. I don't think building is the key. The key is more face time with IMMs. Most of all we need regualar changes to the code. Players flock to where there is a chance something exciting will happen. If we do this in more places, all at once, I think the numbers will improve pretty quickly. There's been too much focus on global impact.
I think that if we can distribute IMM responsibility to a point where attention is equally applied, then all the groups have a chance to be active at once. In my opinion, it is conflict that is most exciting in SK, whether it be through RP or PK, however we can promote activity leading to confict. The IMMs really need to work as a team of dungeon masters, keeping tally of each group's direction. When every group has regular attention, I believe that things will improve. I do not believe that it is an overwhelming task, it simply takes organizing better. QFT |
Author: | Minette [ Wed Sep 02, 2009 1:07 pm ] |
Post subject: | |
religion specific spells was one of the best features ever to be added in SK, it makes the game so interesting even just thinking about it, and because of the secrecy it holds even til this day, as it isn't posted anywhere as far as i know in a list, much of it are yet to be explored anything new code wise would be awesome at this point now, last update with anything ground breaking has been forever (and this isn't a complaint, but an observation) would really, really love to see dual cabal/tribunal membership, that was one of the features we all voted on along with religion specific spells, supposedly it is coming one of these days (or is it any more?), don't even read Dulrik's posts often now, or just for the sake of... i don't know ><, merge them together, players can take that through roleplaying, or in the very least a shared communication channel -- that wouldn't be difficult less groups, more centralized roleplaying, less leaderships required, more communications would help with SK in the same line of reasoning, having less religions would help too, closing a few off would allow players to congregate more, there is just way too many of them >< but this is probably an even touchier subject than dual membership, reaching a decision on which ones to take out could be more daunting than pulling teeth |
Author: | Teh_Peso [ Wed Sep 02, 2009 2:11 pm ] |
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Hey! Lolths back! You missed a really cool Cabal being opened! With a really weird delf priest leader named Jurithiel! |
Author: | Baldric [ Wed Sep 02, 2009 2:53 pm ] |
Post subject: | |
rofl |
Author: | Orac [ Wed Sep 02, 2009 4:00 pm ] |
Post subject: | |
I'd like the mud to grow. 100 players would be good enough for me. I really think SK would be alot more fun with alot more people. I hate to sound like one of those golden age syndrome but back in the days when there was 100 -125 people on line, way back in the days of platon moon, I had way way more fun. I still like the game, but I'd like it alot more with more players around. |
Author: | SK_Phantom [ Wed Sep 02, 2009 4:58 pm ] |
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I think quality is more important then quantity. |
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