Shattered Kingdoms

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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Fri Jan 30, 2015 8:10 pm 
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Immortal

Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
grep wrote:
There are "adaptive" systems that lower difficulty after failure.


To be clear, I wasn't necessarily suggesting that we give them a lower difficulty, just that they're guided through their first encounter with death somehow.

Maybe, expanding on Cordance's idea a bit, the first time someone dies, they are visited by a spirit that explains what death is like and how they can get back. That way, it's not tossed at you when you don't need it, but when you do. Vets could tell the NPC to shut up and go away, but newbies could carry a conversation with it to figure out what to do.


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Sat Jan 31, 2015 12:30 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Meissa wrote:
grep wrote:
There are "adaptive" systems that lower difficulty after failure.


To be clear, I wasn't necessarily suggesting that we give them a lower difficulty, just that they're guided through their first encounter with death somehow.

Maybe, expanding on Cordance's idea a bit, the first time someone dies, they are visited by a spirit that explains what death is like and how they can get back. That way, it's not tossed at you when you don't need it, but when you do. Vets could tell the NPC to shut up and go away, but newbies could carry a conversation with it to figure out what to do.


+5


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Sun Feb 01, 2015 8:47 am 
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Mortal

Joined: Sun May 01, 2005 6:43 pm
Posts: 1397
Location: With a patuty in mah sewty
SK Character: Ivstnesr, Drakey
Dabi wrote:
Meissa wrote:
grep wrote:
There are "adaptive" systems that lower difficulty after failure.


To be clear, I wasn't necessarily suggesting that we give them a lower difficulty, just that they're guided through their first encounter with death somehow.

Maybe, expanding on Cordance's idea a bit, the first time someone dies, they are visited by a spirit that explains what death is like and how they can get back. That way, it's not tossed at you when you don't need it, but when you do. Vets could tell the NPC to shut up and go away, but newbies could carry a conversation with it to figure out what to do.


+5


I like this, and it will help with the problem!


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Sun Feb 01, 2015 5:21 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
The current help files on death and dying are pretty good.

I'll go out on a limb and suggest the kind of player that needs to have an NPC pop up and read the manual to them is probably not the kind of player that's going to be able to successfully navigate many of SK's hidden features.

There's a difference between supporting casual players -- I like supporting casual players -- and hand-holding entitled ones.


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Sun Feb 01, 2015 7:26 pm 
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Joined: Sun May 01, 2005 6:43 pm
Posts: 1397
Location: With a patuty in mah sewty
SK Character: Ivstnesr, Drakey
I don't think it is a need for entitled players. It was a passing thought... But, there are a lot of help files, and not everyone that comes into this world is going to think to type out help death, the first time they die and are looking over their corpse. I was lucky enough to be sitting in the room with someone else playing when this happened to me the first time, nowadays that is highly unlikely, and it is highly unlikely to have someone on the who list with the title of Lifegiver Of Awesomeness. So, that being said, I think something could be done to make the choices more obvious, yeah, my original idea is a bit much, but hey, whatever. :P


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Mon Feb 02, 2015 12:47 pm 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
grep wrote:
The current help files on death and dying are pretty good.

I'll go out on a limb and suggest the kind of player that needs to have an NPC pop up and read the manual to them is probably not the kind of player that's going to be able to successfully navigate many of SK's hidden features.

There's a difference between supporting casual players -- I like supporting casual players -- and hand-holding entitled ones.


I think you vastly under estimate the average persons ability to grow and develop. The game already has a huge amount of hand holding that is added by players. Having some build into the game to catch those that miss it is not a bad thing.

I would put to you grep that the situation you are presenting is like telling someone they should read The Silmarillion before lord of the rings is the best way to learn about middle earth. Now although this is likely a true statement from an academic point of view. I am willing to bet that most people if forced to consume the content in that order would simply stop reading.


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 Post subject: Re: Idea for TRULY NEW PLAYER retention!
PostPosted: Mon Feb 02, 2015 3:06 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Cordance wrote:
I think you vastly under estimate the average persons ability to grow and develop.


I will indeed admit I'm used to working with extremely adaptive, inquisitive, risk-taking individuals who are internally motivated to learn and explore.

Yeah, kindergarten. In ways, a five year old is more like the borg collective than an adult.


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