Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sat Jan 12, 2013 10:54 pm 
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Location: Newbtown
In this thread we are going to post and discuss ideas for how to increase player count on SK. I am posting this in Gameplay because player count is a gameplay issue. It is, in fact, the number one gameplay issue. But, do not limit your ideas strictly to gameplay. What could be done to make SK more appealing to play and get the word out about SK to more people, all without altering the fundamental nature of the game ("where RP and tactics collide")? What sorts of moves would garner SK the biggest bang for the buck in terms of increasing player count? As player count is the number one gameplay issue, consider this the spot to post what you believe are the most important things that need to be done to improve the game. These are the things that should happen FIRST, that should get top priority from the staff. I am aware that text based MUDs are a bit antiquated these days, but I do think it is possible with a little effort for SK to manage higher player counts. If you play SK at all and would like more people to play with, you have no excuse for not posting your absolute best ideas here so that we can see player counts double this year.

So let's hear it.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sat Jan 12, 2013 11:25 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Good idea for a thread. I have some ideas but I am certainly interested in hearing what other people think.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sat Jan 12, 2013 11:53 pm 
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Joined: Sat Feb 15, 2003 7:28 pm
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Location: My moms house...
I think in novice/initiate training areas, the NPCs should only stun. As far as new players go, it really sucks trying to get ressurrected so early. For pro players, this shouldn't matter either way.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:06 am 
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xcheese08 wrote:
I think in novice/initiate training areas, the NPCs should only stun. As far as new players go, it really sucks trying to get ressurrected so early. For pro players, this shouldn't matter either way.

I'd rather just see "Pity of the Gods" expanded from just Amateur to both Amateur and Novice if you want to do something along those lines. There should still be some inconvenience from death, such as having to go get your corpse. NPCs just stunning all the way to initiate is probably too much of a nerf. I think you are looking in a key area, though. Part of expanding the player base is certainly linked to newbie zones. Big, flashy high-level areas are interesting and all, but the newbie zones are really the nuts and bolts when it comes to player retention. My guess would be that we lose at least 80% of totally new players before they even reach level 5. Of the remaining 20% who make it to level 5, we probably lose another half of those before they make it to level 50. So, yes, looking at what can be done in newbie areas right out the gate and for low level characters in general is a good idea.


Last edited by Styles on Sun Jan 13, 2013 1:24 am, edited 1 time in total.

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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 12:41 am 
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viewtopic.php?f=22&t=23317


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 1:13 am 
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Joined: Fri Aug 24, 2012 3:21 pm
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I'll back up what styles says and my two cents about it. I think the north does it right on how to introduce many of the commands necessary to play, although it doesn't go far enough for true newbs. No one is gonna want to read pages of text, but if you can lead them to do the things that are necessary (via interactive scripts) it will help them in the long run.

Second, Kytar does newbie questing perfectly. I would say Zhenshi, but that requires more coin than a starting newb has access to without lots of grinding. No idea about Taslamar anymore because I don't like certain circumstances (won't get into them here nor respond to them).

Third Classes:

Anyone with access to ED has a step up on getting out of newbie school quicker than everyone else. Am I saying that everyone should have ED at the start... NO. Here is my idea about that. Make one skill cost 25% or 50% of its starting resources, then goes up by 25% every tier until it catches back up to normal cost. If they are past Novice, hopefully our RP will have them hooked. Reason why I say this is because nothing says, yawn like having to rest in the newbie school only to see a merc/barb/giant/griffon(claws) fight with their hearts content.

Second about classes, every single one that doesn't have access to ED/claws to start with, should have some sort of damaging attack. Unless I am wrong (which I could be on this one) that means that priest and shaman would need some sort of damaging attack (flamestrike IMO, or some gimped version thereof like flamebolt--single target low dmg spell). This would give the necessary boost to training while not unbalancing the class overall. D, note, I am not trying to get everyone out of newbie school quicker, just trying to come up with an idea to make it smooth for everyone where sleep isn't used a large chunk of the time. I also didn't touch swashies because none of us know what D has planned for them. Just realized that scout doesn't have some sort of active damage ability...Don't have any ideas for that one right now.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 7:36 am 
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Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
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.

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.

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.

other possibilities include:

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.


Just some of the stuff I come up with when I'm tired, on a 24 hr detail, and have a computer with internet handy,


Don.


*Dons his asbestos suit*

"Let 'er rip!"


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 9:39 am 
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Joined: Sun Jul 22, 2007 5:18 am
Posts: 1176
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.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 10:18 am 
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Mortal

Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
My current friends would make this place worse.



Don


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Sun Jan 13, 2013 11:37 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
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.


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